(played the Steam demo version)
You're demonstrating good technical ability to recreate the gameplay features, but since there's no combat the experience lacks friction or tension. (I had no idea what the timer meant or what reaching 0 would have caused. But I think it's discouraging exploration and preventing the player from savoring the lore, do you really want to do it?)
Currently all of the 3D stuff you're doing is a very expensive way to bridge the puzzles together. It's a difficult to control version of a hidden object or / point and click game. But I do believe you're not yet done cooking!
RE games used inventory slots to make players plan out their ventures into dangerous hallways as they could only bring limited ammo and heals. Navigating the zombie littered 3D environment was interesting, because you needed to actively mind the dangers and manage risk/reward. This resulted in tremendous player agency, where having the knowledge, planning out a strategy and executing it well mattered.
Even if you're decided on non-combat, I hope you can come up with ways to include some forms of player choice in your design. Make the position and rotation of the character body in the room matter! You already got the looks, which will bring lots of attention to your project.
Definitely keeping an eye on this!