As far as vibes go, I'm on board, I think. The story hits some very familiar notes for analog horror (including the climax happening in a vaguely Backrooms-esque weird creepy house) but does so with style, and there are a lot of evocative little touches along the way. The mysterious hole being likened to a tower is a good image, and I like all the random conversations the characters have about space and so on.
It's definitely a dense beast, though, including in some ways that may or may not be just a bit too much. Structurally, I think you can feel the weight of both the game coming with a separate text document you have to read to really understand the "found visual novel" conceit and the fact that it's apparently a prequel to a larger project. (And a very mysterious prequel, at that; there's just so much stuff happening that I'm having a difficult time figuring out what's supposed to be crucial setup.) It feels like one of those cases where reading the story is not immediately rewarding as the real payoff is always somewhere else, either in a connection between the game and the devlog or just waiting in the future, but there is nevertheless hope for the puzzle pieces eventually coming together in an interesting way.
I think one thing making the game a particularly heavy read is that there's all sorts of weirdness happening (Jenn's insane behavior, for example) where you can't know if there will ever be an answer and whether it has something to do with the metastory, the inner fictional world, or something else entirely. The horror climax asks the reader to take so much mysterious stuff presented through so many layers of formal trickery at face value that the stakes of the characters being in a bad situation are hard to feel.