Jane Notes:
This is really, really cool. The central premise of having to write down your inventory ties in well to the jam's theme, and I think it's something executed properly. The use of photographs was well-done, and the writing was excellent. I ended up taking a page of notes and I think still getting the bad ending because I forgot to write down the name of the tool. Either way, great job!
For a few more specific criticisms, though--
Sometimes I couldn't tell how two places lead to the next; I only picked up on the 'bottom-of-the-screen as back' format later into the game then I'd like to admit, and the downwards staircase in the main room tripped me up more than once. Maybe adding some kind of outline to what, exactly, you're clicking on in a room would help? There were also a few areas where I could pick up the same item more than once, a flag never tripped to stop me.
The text ui occasionally would go past the end of the screen, mainly in the final conversation- I ended up missing the last of some of the text, and I think it was an issue with how you set up your unity canvas. Make sure you're accounting for alternate screen resolutions by setting the UI Scale Mode to "scale with screen size"
Finally, there were a few reaction texts and blurbs that didn't amount to anything more than a "wow, this is crazy" on the part of the character, and they never felt much like the contributed to their characterization, or anything about them. If you want this to be a subjective, personal dream-hell-dimension, I feel like the supernatural things need to tie more directly into the character's, well, character. This one's a lot more of a subjective take, but I feel like jellyfish clouds should mean something to whoever I'm playing as, if they're going to comment on it.
Regardless of all of this, great job! I had a blast playing through it, and my criticisms are much more nitpicks then they are greivances.