Sorry about the invisible wall, I didn't know it was that annoying. I fixed it.
Invisible walls on their own aren't annoying (although not far from it - there are better ways to restrict player movement), It's just in this case I could see the character I was supposed to interact with, but the invisible wall was preventing me from doing so.
The girl being out of range is a feature - she's at work. She comes back home at 17:00, there's a button next to the clock that you can use to speed the game clock up. I guess this is annoying too, you can reach her at work now.
Based on what you say here, I think if you communicated this better to players, it wouldn't be as much of an issue. The best time-of-day mechanics I've seen in games show you where each character is as a core part of how you navigate the world. Ex: In games with a fast travel map, they show the face of any girl located at each location; very obvious where they are. If a character isn't where you expect to find them, a player naturally goes to the fast travel map and sees the character's face - very quickly resolves any player issues.
Another decent way I've seen this addressed is in a quest log. I know this game has one, and I could have missed it, but showing quests broken down by-character and the character's current location can be a way to address (ie, player gets stuck, they're going to go to the quest log and see everything they could possibly need to see to progress).
Yes the art and voice is AI. Voice can be improved, I don't think I can do any better with art.
There's not a lot I can do about the writing. I tried to make it sound like real life people talking. Do you prefer the more literature style?
It just feels clunky today, unnatural. This could be down to taste.
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I've updated my review, added a link to your response.