Based on the author's willingness to listen to constructive criticism, and the statement by posters I trust that there was a game here after a while, I resumed my playthrough (I had stopped at the "collect 35 documents" fetch quest because, frankly, I thought that was a total bullshit quest idea, unfun, and would take way too long), and found that, with the new version (speed-ups possible) the game was a lot more palatable. Not fun, yet, but more palatable. Another key was discovering that, if you use arrow keys while near NPCs, the PC can dodge past them and, essentially, go though them. That meant that the massive NPC traffic jams were not game-breaking.
About 4 hours in, the PC's situation takes a dramatic change. The game takes a dramatic change, too: it becomes fun! If one could get to this part of the game two hours in rather than four hours in, I'd have rated it two stars better than I did.
The game is still much too long and repetitive at the beginning. I can understand the desire of the author to have the MC meet everyone on the way up that she will meet on the way down, but that's just too much initial exposition. DM, here's a thought on how to get what you want without boring the players at the start: use flashbacks for some of these characters. You should aim to have the jail scene start within two hours of play.
You need to keep the interactions with the driver and Dick. Keep the talk with Steve. Do the clothes store as is. Keep the maid, but cut back on the torturous conversations. Have the two models show up in flashback when Monica meets them on the street corner. Have Steve's secretaries show up in flashback whenever they next appear. Have the neighbor show up in flashback when his revenge scene appears, etc. You get the idea.
The key is that the game only really starts to get fun when the jail scene starts. It's actually very good from that point on. You want to get the player to that point as quickly as you can without sacrificing essential background story. Anything that can be delayed until that point should be. Flashbacks are a god way to do that, since you can establish that Monica is a bitch early, and the flashbacks (Monica remembering what she did to these characters and why she's now scared to see them again) will make sense. It might even be a benefit, sine the player may have forgotten what Monica did to them in the first hour of play by the time he or she gets to the sixth or seventh hour of play.
Just some thoughts to consider. I have gone from being pessimistic about the game to being actually hopeful you can make this work, because the latter half of the game is actually very well-done, indeed. I didn't even mind the walking around - I thought it set her state of mind quite well.