I don't want something bigger, I treat all this space like absolutely empty. You have nothing to do outdoors but switching from one scene to another. You have nothing to do indoors but activating 1-2 buttons to see next event. So all the actions from this 3D crap could be covered by several buttons on single screen without losing any real content.
That logic could be applied to any 3D game in existence. Every game could be adapted into 2D, and be essentially turned into a point and click game in order to supposedly not have to travel absolutely empty spaces.
The reason they don't do that, is because there is a lot to gain from 3D. Mainly environments that give a level of immersion that 2D can't quite achieve.
It isn't (Mostly an RPG). To reach the next level you have to visit hardly coded checkpoints. This game, like most porno games here, is a novel which scenario is just slightly randomized by choosing in what order do you visit this checkpoints and how much times do you repeat the same events.
No open world, no random events, no real NPCs. No need of 3D, at all.
That's just a fallacy. An open world, random events, or NPCs with quests and such, may be a common component in the games of the genre. But none of them are a vital component of the genre. Your game doesn't need an open world to classify as an RPG. But there's a reason why sub-genres exist, and why there's so many of them. While an open world may not be needed for an RPG, it would be needed one in order to fit into the open-world RPG sub-genre. However, these are different sub-genres. Don't compare different genres and sub-genres.
This game falls under the narrative RPG sub-genre (With a bit of VN stuff as well.), so any comparisons should be kept under that same sub-genre.
I've mentioned Oblivion above. There is environment and immersion. Cause there you have an open world, alive and eventful.
In this game all the outdoor space is just an empty corridor from one location to another, pretty primitive and inconvenient as UI.
The environment in my game for the most part has the necessary components to work, and being able to provide a level of immersion given the context of the game. But at the end of the day, immersion is still something subjective, and as such, while most players enjoy it, and can enjoy and/or be immersed by the world, there's always going to be a small percentage that will not like it due to subjective reasons. But that's completely fine. It's not possible to make something that will please everyone.
You shouldn't using technologies for nothing. You shouldn't pretending you make an environment if you didn't.
Could any of them give you a quest to step out from very linear scenario?
All I saw outdoors were the additional bar event with guys at entrance and a couple of place you have to reach to continue the story, without any other choice.
Let's compare this with RPGM games where you have to find the quest person talking with every person you meet. Where you have several active quests in a time. Where you have to complete one quest to continue another. That's RPG.
An RPG doesn't need NPCs that give you quests. Look at answer 2.
If you think about it, you have several quests active at the same time in the game. Clear the activities in every POI. Those are your quests.
I'm not.
The town is static too, it's just parallaxed. It's as alive as paper stowable decorations in child book.
And yes, I can easy imaging this town in RenPy - as map fitting in one screen with location buttons. Highlighted if there's any new content available. It's pretty common and pretty convenient interface for games of this genre.
BTW, on my Linux with WineHQ Hana's dress textures sink inside her body on every step, so it shows way more skin every second...
Again, not finding it immersive or not enjoying it when the environment already has the necessary elements, is really down to preferences. Look at answer 3.
About the world being able to be done in Ren'Py. Look at answer 1.
A lot of your criticisms are really just preferences you have.
There's nothing wrong with having preferences, we all do. The only problem here is that you are criticizing a game by stating your subjective preferences as an absolute rule.
Stating that the game is not an RPG, that the environment isn't an environment, etc. These are arguments that even someone with knowledge on the matter wouldn't want to make.
Anyhow, about the clipping issue, I've added a potential fix in the stable build, which should be out shortly.