Personally, I like that too in games, but I'm also a sucker for UI that makes more sense, haha. Like, if there's a phone in a VN, I'd rather see the phone and be able to physically press the buttons on it via the UI than see the phone on-screen but then be presented with standard choice UI boxes for phone-related options x3
With the phone buttons in this, I was mainly just attempting to train players to know that they can press different buttons if they want to. Cos while it may not let you do certain things in the demo content and guides you towards the options that advance the story, it's important later on in the game that players know they can interact with phone buttons cos there comes a point where what you press on the phone determines which story branch you end up on :3
And I know I could've kinda explained that to players in a proper tutorial, but tutorials in games are a bit of a pet peeve of mine x3 I appreciate learning mechanics and stuff, but I like to have them presented to me as though it's part of the story rather than with big flashing signs saying it's a tutorial, haha.
That's also pretty much why I tried to integrate other things like naming MC etc. into the general story flow cos I just find it jarring to enter names and stuff at the start of a game like you're filling out a form but there's no context for anything x3 It's just more fun for me if stuff like that happens within the context of the story.
I feel like I did an awful job of explaining stuff there xD I'm always so long-winded T_T haha.