Alright, this game was interesting and there's a lot it does right and even some of the things I have problem with are neat in the sense that I can certainly appreciate the attempt. EDIT: I've managed to get past the part I got stuck at. I've been enjoying it so far.
Now for the presentation aspect. The title screen and the opening are both great and set the mood. However, the voice acting and dialogue have issues. The reporter is fine, but the rest of the character sound like robots. At first, I thought it was text to speech instead of voice acting. There's no emotion to them, they are just reading their lines. Well, the main character sounds vaguely cheerful most of the time (odd, considering that his girlfriend was murdered a week ago), but that's it. The dialogue was also written by someone who has english as their second language, which results in a lot of weird lines. It seems like you are watching a story about aliens trying to mimic human society instead of it feeling natural.
But there's a lot of potential there. Rewrite the dialogue and get it proofread, then redo the voice acting and it could be really awesome. Also, make the MC be atleast a bit sad about his girlfriend's murder. He's pretty cheery despite the fact that his girlfriend he alegedly loves has just been murdered. I'd expect some mourning, especially since it's been only a week since her death. His voice acting as a cheery guy doesn't help in this fact. If this is the way he's supposed to act, I'm not surprised he's the prime suspect.
Anyway, here are my thought's as I was playing it:
So, the main character and his dad have a lovely, cheerful morning a week after the horrific murder of the MC's girlfriend. They also talk about the MC's dead mom in such a way that makes me think like they didn't really care about her. Then the sheriff calls the MC into his office to question him, because he thinks he's the murderer he's looking for. The MC decides to prove his innocence and investigate on his own even before he actually gets to the sheriff's office. Ok, so I guess we leave the house now.
Alright, so when you leave, you are now in some huge room with stairs to the south filled with a bunch of boxes. I guess they live in an apartment complex? But what's with all those boxes? That seems like a pretty big fire hazard. Makes it seem like they live in a warehouse. The game doesn't let me leave, because "I'm not done yet". I try to interact with everything, until I get some letter from a mailbox. Maybe have the main character say something like "I should check the mail first".
After getting the letter going down the stairs of the apartment complex, you are suddently in a restaurant, without any context. As far as you know, Amez is going to the Sheriff's office, but he stops by a restaurant without any real reason provided. Sure, when you get to the counter, it becomes obvious he stopped by to get breakfast (despite his dad apparently being busy cooking in the kitchen, why not eat home), but it's so sudden and he never ends up actually eating there, so it feels out of place.
The scene with the girl behind the counter feels weird. Amez is oddly trusting of her. Maybe make her an old friend of Amez and he's going to confide in her about the accusations. It would make it much more natural, even if she was to turn out to be something else later. Or have her introduce herself as his girlfriend's friend (it doesn't actually have to be true) and that she knows he didn't do it and also wants to find out why, so they should team up.
The locations are way too quiet. I can understand the hallway and MC's home, but the restaurant full of people definitely feels weird, when the only thing you hear are the MC's footsteps. Atleast some music would be nice.
Speaking of things being quiet, the menu could use some sound effects.
Ok, these scene transitions are very confusing, when you leave the restaurant, you wind up at the Sheriff's Office right away, again with zero introduction. It feels like some weird nightmare the MC has more than reality.
The Sheriff's Office has a bunch of tiles glued to the wall that are meant to be placed on the floor tiles. Maybe you could make an argument for the locker, but the desk and the wastebin just look bad this way. I understand what you are trying to do here, but it's not working without some edits.
During the questioning, the Sheriff never asks if he has someone who can confirm his alibi, despite the fact that the MC was alegedly home and lives with his dad. Even if his dad was somewhere else at the time and couldn't confirm it, it would be something that should come up. If the dad "conveniently" wasn't home that night, it could make Amez look even more suspicious in the Sheriff's eyes.
Ok, so after another short scene in the dinner, you are teleported to the hospital. The Nurse asks Amez if he wants to get an appointment with the doctor Neeta used to work under and that's where the conversation ends. Atleast have him decline and maybe think to himself on how to proceed next.
The second floor of the hospital is almost identical to the first one. I get that these places are uniform, but maybe atleast add something there that allows you to distinguish that you actually changed floors. Maybe some potted plant near the stairs.
"Another cringe, that's for sure."...what :D Ok, I laughed at that line, it came out of nowhere :D But if you want the game to be taken seriously, this line should be redone. Maybe use another word instead of cringe.
Ok, so Amez found out that his girlfriend cheated on him, but he doesn't even seem hurt and immediately says he still loves her just as much as before anyway. I find this unbelievable. Hell, this potentially gives him a motive for her murder, he should be atleast slightly worried about that atleast.
There's a door in the hospital the game tells me I can interact with, but when I do, nothing happens. It's the one that should lead to the fancy office with the two couches.