Honestly, this is not a well-designed game. There is no logic to the puzzles - in a good adventure game, you have clear objectives, and know exactly where to go to solve them. But here, you are just expected to do completely random stuff, and sometimes even use trial and error (the ramen 'puzzle'? Come ON)!
This is NOT good adventure game design. I don't play adventure games to click on random objects until I get bored, I play them to follow a well designed narrative while challenging my brain.
However, I should note that writing is alright. I recommend trying to have less puzzles in future games, or try to make them logical, make sure that player always knows what to do and what is their next objective, and each action is logical - no trial and error!
Example: (SPOILERS) Good puzzle example: you have to take the statement of a homeless guy. By reading map descriptions, you learn that you should go to Brighton Wastes because homeless live there. There, you click a teddy bear that seems out of place. Hobo shows up, you talk, and he says he will only help you if you give him irish whisky. If you were already in Downtown, you probably noticed a doorway with a neon green clover, so it's logical to assume it's an Irish bar (you can also get that from map descriptions). Once you obtain a membership coin, you can go there, and talk to a barman. You exchange item for whiskey, and you can now talk to the hobo.
That's a good puzzle because it follows a chain of logic. It still isn't perfect - coin requires you to simply go into every location, and barman doesn't tell you what he wants. But still, it would be an alright puzzle. Except, in the middle of it, you need to perform a VERY stupid and bad puzzle:
After talking to the barman, you have to go back, click on a LIT CIGARETTE, which will randomly give you a pack of cigarettes. Give these to a ramen shop owner, who will give you ramen. Then with NO INDICATION you need to go to Brighton Heights, click a door that has NEVER answered before, and exchange ramen for.. yen coins? Then you need to go to Little Tokyo, put the coins into vending machine that somehow accepts yen despite being in an American city, and get a citrus drink. Then you need to take that drink into a SECOND completely random door in Brighton Heights, that will give you the item that you need to give to the barman. What the FUCK? That is UNEXCUSABLE bad game design. There's no way to understand that aside from trial and error.
Overall, I would recommend that creator should play and analyze detective games like Fedora Spade, Blackwell series and Shivah to understand how to design puzzles well and logically.
FULL SPOILER-FREE WALKTHROUGH: Because I noticed some people got stuck because puzzles are this obtuse, I compiled one myself.
https://pastebin.com/2RPZEUX1