The Frankenstein-like theme seems very promising at first, but to my taste it gets drowned in endless monologues that personally felt redundant and also draining. This needs to be played with a lot of time and energy for digestion and comprehension, much like most novels.
One of its greatest strengths are definitely the audio and visuals. Very great work with very little material. It made me feel very immersed despite the mc's ruminating.
I quit playing due to said criticism. I didn't have the endurance to make it very far and also wasn't captivated enough by the plot elements.
So, the important takeaway: The visuals nailed it, and I think the monologuing is largely redundant because if you allow it, a huge portion of that will be done by the player. Pondering the questions of how it would feel, what led to this, and etc.
What goes on in the player's head is a magnificent thing that is allowed through many elements at your disposal as a game dev. The most brilliant stories and games are the ones that make the story largely unfold in your head. The ones that talk to your creativity.
An example I would have is Mothered: you have to discover the plot yourself by exploring the game. Or Iron Lung. Very straight-forward plot, a lot left for the imagination. Yet very effective. Similar situation of being trapped somewhere.
As you see I tend to ruminate a lot myself. And repeat. I hope you can still find value in my review. You are certainly gifted and perhaps the contest requirement of it being a visual novel did your creativity a little dirty? That's my opinion though!!