Great atmosphere and fantastic theme.
As for getting into the game world in order to feel the logic of the puzzles, it unfortunately falls a bit short. Case in point; objects held up to the face can be considered as some sort of information decoding method based on filtering a scene with too much information to be useful into related concepts (when held a particular way).
The blue giraffe puzzle, based on obtaining a physical asset based on perspective feels a little overly convoluted. One might quite reasonably see the similarity with the blue shape in the environment and think "oh boy, I can't wait to see the third piece of this puzzle which gives these compnents the context they need to solve it".
Additionally for people who have played enough escape rooms, sometimes clunky directions are given in order to prevent the play being corrupted. The flow diagram can quite rightly be considered a puzzle order sequence. Sadly, that first fish tank is not where the player needs to start. Bored, players may try other puzzles to see what they can do; but that expectation of things seemingly being out of intended order.
And I think this is what can cause frustration. Because otherwise, this is a pretty perfect game. Even the Myst series was imperfect in places.