Cool premise.
I think it could benefit from some quality-of-life edits to really help players avoid frustrations from missing specific events when they're off the screen. Things like a timeline or clock for each run-through of the day would help players figure out when they're supposed to be at what spot. Super extra effort types of things would be markers on the timeline if players had witnessed an event on a previous run-through or little icons on the edge of the screen that hint at "something is happening over this way" to help players shift their focus if they're paying attention, but that's likely getting into the weeds of extras and might take too much away from the intended difficulty.
Great work!