The premise is the most honest joke in the jam: a rushed jam game, about making a rushed jam game, submitted to that same jam. Self-aware in the right way without being cynical about it.
The hand drawn Paint art is great, the character asleep sideways on the brown sofa, the close up on the bearded face with glasses. It's ugly on purpose and it works. And there's VOICE ACTING, which for a two day game with an animated cutscene is much more work than it looks.
Your asset credits deserve calling out specifically. You list every Pixabay sound with its creator, the Wikimedia gif with its CC-BY-SA 4.0 licence, and best of all you note that the first frame of the final cutscene was traced from a specific comic panel, with issue, page, panel, artist and writer. Nobody made you do that. In a jam about preserving and respecting other people's work, that's real coherence, and I'd encourage other participants to read your credits page.
The STEP 1 - PROGRAM YOUR GAME!!!! structure with code windows popping up to click, a "C-c-c-combo" counter and a bonus timer is a good joke about programming in a hurry.
Two real problems. THE BUILD IS FIXED AT 1920x1080 AND DOESN'T ADAPT. In a 1280px window I lost the entire right side of the screen, and that's exactly where the combo counter and bonus bar live. So the two indicators telling you how you're doing in the minigame are off screen for anyone not on a big monitor. I only saw them after forcing the window to 1960px.
And the first minigame stalled for me: I clicked the code windows and the white square, the bonus bar emptied and the Score stayed at 00 with nothing else happening. I couldn't tell whether I'd lost, finished, or frozen, because no message appears. Related, "click on whatever looks clickable" is a charming instruction but in a timed minigame it becomes guesswork, and a flashing outline on the first target would fix it.
The heart of this is lovely. It mainly needs a responsive canvas.