Art: I like the trifold tenets Venn diagram and the map. I don't think everything needs to have textures applied though, it gives a messy overall impression, compounded by having too many different accent colors. If you're going to use the jam palette, I might try to limit yourself to those colors as they go well together, but the harmony gets disrupted when you're adding pink and red as well. (This is coming from personal experience with the last jam, where my main takeaway from feedback I got was that it's easy to go overboard trying to add visual interest. Most of my post-jam work was on reducing my palette and dialing back decoration in service of a clean, readable look.)
Writing: A clever idea, well-executed. A capitalist work cult never goes amiss in Mothership.
Game Design: I like the idea of making downtime more interesting. I worry that, as written, this would quickly become boring and frustrating for the players and Warden. They could successfully do all the things on the map that earn tickets and still only be 1/3 of the way to being allowed to leave. Of course, they could raid the ticket-printing setup or something, but that runs contrary to the idea of this not being an adventure. Maybe have a setpiece like an "Inspiring Oratory Competition" that occurs once they realize their predicament, which would allow them to quickly earn their freedom through some awkward roleplaying.
Theme: Full marks. Obviously mythology-themed and would fit in with more overtly satirical interpretations of the Mothership universe.
Layout: Full marks. Nothing wrong with the tried-and-tested map-inside-story-outside format.
Utility: Seems very pick-up-and-play except for the issue mentioned in Game Design above, that it would drag on after it stopped being fun if run exactly as designed.
Favorability: I like it. It wouldn't fit into one of my campaigns because I'm a bit lower-key with my satirical elements, but as a player I would enjoy it if inserted into an appropriately over-the-top campaign.