I absolutely love Mrs's character design, and the overall atmosphere the art-style provides. For a visual novel made only in 7 days, the design is clearly distinguished and is its greatest aspect! I really liked how familiar yet suffocating the room felt thanks to the room design, colour choice and lighting. Not to mention how it makes the "Elephant in the room" pop out more due to her contrasting colours and sharper design, yet she fits in perfectly due to the excellent implementation of lighting. She truly feels like an intruder invading a safe space since she's far more detailed and imposing compared to the rest of the room (as we tend to focus more on what's new in a familiar place, it's a great way to convey our focus by giving the object of interest a greater clarity compared to the rest) A stroke of genius for the small amount of time you had to make the game.
Exploring for the endings, though woefully short, was pretty humorous, and getting to know the characters was interesting enough to keep me engaged. My biggest regret is that we don't get to spend enough time with them due to the game's overall length But it clearly shows that the writer has the potential to engage the reader enough through more than the visuals alone, and I would personally love to see them give it another shot through, maybe , a lengthier game? A sequel perhaps?
I can appreciate the clarity the game provides through the objective presented to us by the "Interest Meter", it can most certainly help readers who are stuck exploring for more endings get a clearer picture of what they're doing wrong / not enough to unlock more dialogue as well as the hints given to us through the gallery and other scenarios. However, I'd personally forgo the meter all the while keeping the hints. There's this underlying sense of Danger ever present in the game, it really adds more to the pressure of wanting to stay alive all the while keeping Mrs entertained and therefore interact with her more before a game over. However, through the Interest Meter, the sense of "Did I say the right thing? Am I doing something wrong?" sort of dissipates since the bar becomes a clear indicator of whether or not you're winning her over, which Also devaluates the written dialogue since you know you did something right/wrong before Mrs says anything.
I can tell you wrote Mrs to be a tease at times, making you feel like you chose the wrong option only to syke you out (which is endearing I love it) but the meter already tells you the results. Though on the other hand, as you play the game more and you see that the interest bar is not quite where you want it to be by the end of the game, it also gives the player that pressuring feeling, maybe frustration that the reader is missing something. Whether that's good or not is left to the reader's interpretation.
From my personal experience, I just so happen to stumble into the "best ending" on my first try and I noticed that you expected the player to go through other options First before discovering it, through the writing. Be wary of what the player/reader can experience before writing ahead, the majority of people might play through the motions that you layed out first, but some jokes may fall flat for those who don't.
I personally liked Ending 3 since it gives plenty of room for a sequel and therefore another shot at character expansion or even development. Not to mention it felt like a more natural way to end the interaction between the characters without having to rush things.
8/10 Visual Novel considering the time limit imposed. I would love to see what you're capable of with more time to cook.