Well, when you see a pazzle based H-game, that a brave experiment.
Usually pazzle used to diversify or take a break from action (Like Resident Evil,Oddworld,etc)
So just a little review from me, maybe its somehow helps(im sure no, but anyway) :
Pros:
Art: even the fact that the art style not a same in all scenes or some pixel contours on characters dont make it looks bad.
Animation: looks good, author uses spine2d or someting similar?
But im not sure, with idea "all scenes must be animated".
For example scene with redhead girl seems logic, beacause you introduce a character for story.
As for AV (Titjob and Blowjob) that was not necessary, anyway they will looks same good in static (My opinion).
Neutral: 
Plot: Mercenary girl who do some jobs, fine by me.
But game take us(player) to the action too fast:
Game start and you see "oh im office girl" -> mini Dialog with "Main Villian" -> 5 sec -> Boom, Terrorist attack -> 5 sec -> Mini dialog in storage -> 5 sec -> you talk with Quest deliveryman -> 5 sec -> You wanna revenge and join mercenarys -> 5 sec -> now you have a gun and the openworld -> and thinking WTF that was.
Anyway its author vision , soo w/e.
Items: Even before a first mission you have so much stores and so much items to buy, like i dont know what i want. I like when game introduce they're mechanics little by little(more smoothly).
Cons:
Locations: they are unreal large and empty, just do them smaller and detail, too much free space, they look like post-apocalypse setting. 
Cyberpunk: well its not feels like that setting at all, if i didnt read Overview, I would never have guessed.
I see millitary theme, guns and robots, but not cyberpank at all.
Pazzle: im not sure if you can fill all game only with pazzles. when i saw screenshots i was sure game will contain mission:
with Stealth, escape, intrude, some puzzle, some action(fight/running), but more focus on story.
Not all pazzles in game was bad, but i got some bad vietnam flashbacks from Fallout 3/NV.
Game design: idk, im lost in first sec, where i must go, where is doc, and etc.
Some explanation with city or with world at all, would be cool.(yeh we get some in dialogs,but..)
How i enter at mission place or how i escape from that place too(a smooth transition)
"Where i must go" in UI(I done game w/o any help, but anyway).
Summary: Dont take my harsh words too seriosly, i liked that game even with that "cons". just wanted to do same effort in review like you do in that game. Hope that mini fail dont ruin your mood for brave ideas and artistick urge. Good luck in future projects.
P.s Sorry for my horrible grammar, as you can guess im not native speaker.