First of all, I want to say I had fun playing this game and it was a good game (especially compared to some other things released recently...). But, being who I am, I'm going to nitpick a bit anyway, because there are a few things that I think could've been better. (Read at your own risk if you're afraid of spoilers, I tried to hide most things behind spoiler tags though)
The first thing I ran into was your use of image regions. Now generally they are in logical locations related to the action (head to talk, boobs to rub, etc.), but there were a few occasions that confused me. The mall is a good example: there are 7 actions for the stores, but none are related to anything in the image. Only by trying it out (i.e. hovering over the image and seeing the tooltip) you find out what is where. It would've been a lot better to use icons with text for each store (for example, "Clothing store" with a little image of a clothing store). Then after entering the store, the exit actions were very inconsistent. It's easy enough to figure out by trial and error, but why not just have the exit action always at the bottom, for example? A similar thing happens when you enter the house from the garage: you go right, but continuing into the house is then at the left side, which logically would've been the way back to the garage.
Another confusing region I remember was
. These are minor annoyances when you know the action has to be there (i.e. you just search for it), but can be a problem if you don't know there are more actions to be found, for example when finding the bonus scenes.
The second issue I had was that I seemingly got stuck. At some point the office was deserted, I couldn't find anything in the stores, sleeping didn't help anything along, etc. And yet the game wasn't telling me anything either, I figured I was stuck and restarted. Now after having looked through the code I know the game does detect when you're stuck and I realized it was
. So while I technically wasn't stuck it certainly felt that way (which reminds me of some old-school point and click adventures, where eventually you might resort to going through every room, trying every item on everything to find what you missed, which I found terribly annoying). I'm not entirely sure how, but I think the game could accomodate a little bit with minor hints (especially in easy mode this wouldn't be out of place). Alternatively the game could be more open about the actions that are available.
This brings me to a more minor gripe and that is the triggered nature of the story.
. One the one hand it shields against situations that may have occured in Chaotic's games, where a character could just randomly blow you off if you hadn't completed some seemingly unrelated prerequisite. On the other hand this game felt very empty at times. I think the game would get a bit more colour, for example if the office wouldn't go empty if the story had no actions in the office.
At the same time these triggers mean that if you miss a trigger it ends the whole path instantly (
). While in other games this may have been a instant game end, here it just lingers (until you screw up the other paths). The save/restore option is a mitigating factor, however.
Finally I wanna touch on the subject of linearity. In my mind this game is very linear even though it appears to give you freedom. This, of course, is due to the fact that there are 3 major paths which complete in small steps which you can do in the order you like. But the paths themself are very linear, as becomes obvious once you realize what triggers what. Now this is not necessarily a bad thing, but in my mind non-linearity is more than just the freedom to choose what path to pursue at some point. For example, in a non-linear game we could've talked to Christine regardless (i.e. she is a character that inhabits the game world, therefore she must be somewhere), perhaps even got a minor start of her path out of it, regardless of what happened with Adrian.
But the biggest thing, for me, is that in a non-linear game there should be multiple storylines that interact with eachother. The prime example of this remains the game Masq (
http://www.alteraction.com/), where you really get the feeling the game world lives around you. If the player is at one location at some point in time, he can't be at another location and that changes the events on those locations. And at the same time, the design of the game is set up so it still forces some linear events: for example, you go home and sleep, and that 'resets' the non-linearity a bit. And eventually (at least to my knowledge) the game always ends at some fixed event (with multiple endings depending on the actions you did or did not take).