This game combines the linearity of a kinetic novel with the incredibly tedious navigation of a sandbox renpy game, without the upsides of either. It's a linear game with navigation.
At any given moment, you will have an objective. You can check it on your phone, it will be something like "Talk to Amy." So, assuming you remember where you'd find Amy, you click "navigation", click "CITY", click "Residential district", click "Apartment Building", click "navigation" again, click "apartment floor", click "Amy's House", then click on Amy. Eight clicks just to do what your phone is telling you to, and that's if you're lucky- sometimes you have to go back home to pass some time, and sometimes you won't know where your objective is and you'll have to randomly move around until you find it. So after you complete one objective and see a bit of dialogue, you'll just have another objective with another bunch of clicks to navigate there. Navigation is also seemingly randomly split between using a navigation icon in the corner, picking from a list of text options, or directly clicking on a location.
Why force the player to do this? Just replace the whole thing with a single line saying "Eva went to Amy's house." A bunch of navigation doesn't make the game better unless there is content in all of those different locations and the player can meaningfully choose which place to go to.
The dialogue once you arrive at your destination doesn't make it worth it, either. An example:
"Eva! I'm in deep trouble!"
"Ah, what?"
"Deep trouble, hehe.."
"Hey, don't shout at me so suddenly!"
"Oh did I scare you? Sorry about that. I'm still in deep trouble though."
"So, what is this deep trouble of yours?"
"You see, I've lost a collection of media. Basically images and videos of mine.."
"That doesn't seem that bad. You'll find them or someone else will."
Okay, so first of all, "hehe.." is not a shout. Second, repeating "Deep trouble" four times is too much. Third, no one describes pictures and video as "a collection of media" in casual conversation. Fourth, "You'll find them or someone else will" is a bizarre response to someone who is upset they lost something. The dialogue then goes on to call them "momentoes" instead of "mementoes" and Amy says "So I need you help now..". This is not the worst dialogue in the game, it is always like this.
Next, the art. Much of it is extremely crude- the "Royal District", for example, is the same basic MS Paint drawing of a building with a car parked on the lawn, copy and pasted eight times. The slum district is the same building copy and pasted nine times, and the same tent copy and pasted eight times. Sure, it's just the map, but if the map is worth so little of the developer's time, why does he think it's worth the player's time to make them navigate through it? It certainly doesn't improve the gameplay. Most of the locations once you're off the navigation screens are just flat blocks of color and geometric shapes, like you'd make with MS Paint. Then, some locations are AI generated images, with weird hallucinations and nonsense text on signs- the image quality is perfect, except it's full of things that make no physical sense. The characters are definitely a step up from the environmental art, but still mediocre. It's fairly represented in the screenshots in any case.
Essentially, the writing seems like it was machine translated except it also has spelling and grammar errors, the gameplay is full of the worst sort of tedious navigation, and the art ranges from simple to lazy to AI hallucinations. I would not recommend it.