"Tune Into You" is a bit of a meet-cute/coffee shop/late night radio mini-drama that takes an unexpected twist into a puzzle game. I admire the attempt and programing a game within a visual novel, even with the added minigames like adjusting the dials on a radio broadcasting station. The game itself, to be blunt, is unintuitive, clunky, and I think just a tiny bit buggy. The aesthetic is great, I love the cute pixel characters and style. The plot itself is one of those friendship dramas, something about reconciling a misunderstanding between the two characters. That being said, it's very non-descript in it's text. I think place holder text like 'Place, Town' are kept in, and the actual meat of the conflict between the two characters aren't ever delved into. It's also very straight forward and simple, but I also really dug the natural conversation between these two. A tip would be to do some kind of scene fade transition when going between the two character's viewpoints.
That being said, something that I think you should really pat yourself on the back for, is how good you are at setting a vibe. I felt like I was in for a treat when it started up being this forlorn longing between a radio listener and the DJ playing the tunes. The few descriptions that you had for setting up this intimate, yet far apart, relationship had me really enticed for whatever kind of story or plot you could've developed for these two characters. While I appreciate your striving to make a game-game within these VNs, I think you have the beginnings of developing and writing more than just a 'serviceable' framework for your game programs. I'm curious as to how a proper narrative coming from you would play out, without the clunkiness of the game gatekeeping the narrative. While I wouldn't want to discourage you from trying to add in some kind of 'game' element to your projects, try to make sure that the game and the story are working with each other, and not in spite of and separate from each other.