Not bad, but there's a number of weird quirks present here that are typical in games by newer devs (which I am assuming you are).
I don't actually have much knowledge in making games specifically, but this isn't a bad start from what little I do know about the field. There's mostly just some small user interface/user experience things to work out. One good idea would be to add an "apply" button somewhere in the settings, as just having none always makes me unsure if the game is registering my inputs. (Matter of fact, I've had some games actually do this - by that I mean that it doesn't save some of my settings when I exit the settings menu, and it can be confusing to try to get it all back to where it was.) I don't quite know how to describe it, but some of the feedback in the "controls" section felt a little weird. I guess that it's partially because it doesn't display what key does what - usually games will put the key directly beside whatever it does, rather than just making it a "click button to set as" and no display of the key. The settings are arguably the most important part before introducing a player to your game, so it shouldn't really "stand out" when it comes to how it functions. I'd advise looking to other games with how they implement setting menus, and considering both why and how they're doing what they're doing. This is just general advice, but it's stuff that I think would really improve the quality.
Anyway, as for the first thing to point out, I'd suggest making the filter on the player's eyes limited to just the outer edges of the screen - as it currently is, it just looks like my screen is really messy and it's a little disorienting. It's not a bad thing for the effect, as I think it's actually pretty neat, I'd just suggest pulling it back so that it only covers about 20-30% of the screen, rather than 100%.
Second, I'd suggest slowing everything down when it comes to gameplay. After hitting play, I was instantly thrown in to a character speaking and it was a little jarring, as other games like this tend to lock the player in-place so that the player can focus on the character that's speaking and introducing the game, rather than worrying about the time limit. With this suggestion, I'd advise you to think of it from the player's perspective. Give the player some time to understand the world, even if it's for a couple seconds. Having a little well-placed breathing time is everything when it comes to games when they get really stressful.
Overall, this is a really good start. The models are extremely detailed, and I more or less understand everything that's going on. Good stuff, keep doing your best.