What a wild ride this is! I really respect the approach you've taken - creating an interesting, sprawling game that favors experience and atmosphere first. There's so much involved here, from the voice acting, dialog and camera sequences and varied puzzles to make the game feel like a complete story. This is leaps ahead of your prior work in some ways, and that's such a great thing to see. I certainly can't fault the ambition and creativity here at all for a jam. Great stuff.
The game isn't really similar to mainstream games, but I think you've used inspired narrative sequences that remind me of them. The inbound train to set the scene and convey an ominous mood is a little Half Life. Having a villain that weaves in and out of the story until a final climactic encounter, almost mascot-like in their presence, is a common trope too. I really encourage you to take those narrative motifs and inspirations and think about how to use the vivid, interesting ideas and worldbuilding you have in the toolkit to thread together a clearer narrative. I think it has a lot of potential to do so.
As far as constructive feedback, hey? Who cares, I enjoyed the game, obviously there's cut corners but it's necessary to deliver this experience in a week. If you were looking for stuff to improve, voice acting is a bunch of fun, but I'd look at adding effects and limiting the sound levels could help. Signalling the logic and input method of the puzzles to the player, whilst just short of making it too easy, could improve the user-friendliness for the unexplained puzzle mechanics too.
Great work!