Alright so first of all, congrats on making your first game! That is a huge feat in and of itself no matter what. You want some harsh effective criticism so I will be as helpful as I can.
I actually think you did quite well overall with the art. The characters, the colors, the UI even, it all looks quite good! The music is also very nice and fits well with the theme. Artistically this is solid, especially for a first game
The gameplay however, has a ton of issues, and kind of fundamentally doesn't make sense. It's extremely unintuitive. Let me go case by case:
* You've gotten feedback on this already, but the whole "Wait till the end of the day" thing makes no sense. You should simply be able to end the day whenever you want. Each day is either a mission briefing, or it's a mission. Sometimes it ends too fast, sometimes too slow. This mechanic causes friction and doesn't really benefit anything * The actual dialog menu during investigations doesn't make sense to me at all. Every dialog page seems to have two answers/statements at any given time, and I'm not actually understanding what the info is. Are they lying? Am I cross-examining conflicting statements? * Sometimes the two answers felt like they were statements meant to go together, one after the other. * Other times they seemed like two different answers that person might be giving, but wouldn't make sense to say both. * Visually, it very much is supposed to represent "Dialog Choice A" and "B", the only thing that makes sense to me is it was supposed to be clickable but no longer is. * The text at the bottom of the dialog box is confusing too. It seems like the text on the bottom-left is the name of the current page, while the bottom-right one is the name of the next page, but it reads like it's supposed to either be a dialog choice or two options, or "forward/back" or something. * If the left one is a title, it should be at the top of the dialog box, not the bottom left.
All in all, this leads to a problem where I'm just unsure of what's going on. It's hard to be sure whether something is intentional, or if clicking things is supposed to work but it's broken for me.
You are coming into this strong for your first game, but this is a UI heavy game, and you have a lot of improvement to make with conveying information through UI.
You should copy the UI layouts of similar games to get an idea. People fall on their biases and assumptions all the time, and your UI unfortunately doesn't follow those biases. (For example, the text at the bottom of the dialog box. Strongly reads like an "Option A vs B" type thing).
And I'm not just dogging on you because of a nitpick with the UI. Unfortunately, even though this is a story based game, the UI problems even extend to making it difficult to follow the plot. I cannot make heads or tails of what any of the suspects are actually telling me because it seems like multiple conflicting answers are displayed all at once, and I am never confident that I'm actually following things correctly.
As others have said, it feels like there's not much agency. I don't think that is actually against what you're going for in this game. I like how you interpreted this theme and it conveys a cool mood. Again, I think you achieved a lot making it look good and thematically cohesive, plot, visuals, and sound. It's very much held back by the UI choices. Every single thing is just a little bit confusing. Like everything else, keep at it and you will improve. I think it's a lot easier to get better at this than to learn how to make cool art, and that is what you did do. So good job there!
If there is something you should take away from my review, it is this.
* In UI, follow what everyone else is doing. Your users depend on it. * Make things respond to hovering your mouse overtop. It really helps inform the user that "yes you can click that", while also removing ambiguity