In a word: metal. The sheer existential HORROR of a 2D6 table that you have to roll off of to decide what you forget hits unbelievably hard (ever try weed?). I can perfectly envision the shock and subsequent terror that rolling a 2 would cause to a table of players.
Your layouts are really fun. I like your usage of blocky shapes. It plays well with the sense of alienation that rings throughout the visual language of this mission. I'm not sure I like all of your color choices, but the way you've blocked things out across the pages is largely stylish and furthers the encroaching alienation of moneyed architecture. I'd have liked more content in the mission itself playing with that feeling, though.
The bank robbery stuff is cool, but maybe you could enhance that feeling of smallness by bringing your undead cast of characters a bit more down to Earth. Not necessarily by changing what's already there, but I think it might be a mistake to have them "just" be assholes. If I were making this, I would ground them in something more tangible. Give them a little more life and a little more personally going on. As it stands, they're definitely more than just stat blocks, but they come off a bit like... well, NPCs in a tabletop game. That's fine if that's all you want them to be (it certainly works mechanically, and I doubt a table of players would be upset about it), but I actually think it robs the narrative of a human element that it could really excel at with just that little bit of extra work.
I'd also lean in a little bit harder to the fact that there seems to be no clear answer where the bill came from. That plays very nicely with the theme of forgetting. There are some things you can never know, after all!
It's a bit short on moment-to-moment gameplay. It's not exactly clear what players are meant to do on a moment to moment basis, how events are meant to play out, or what challenges are meant to occur when. There's a large possibility space, but it's actually so large that it lacks clear definition. It's difficult to imagine in clear terms how the gameplay would occur at a table, beyond "the players walk in, find the code, and go to the vault."
If you were to expand this beyond the scope of a jam submission, I would consider focusing on fleshing out the locations within the bank to create a bit more of a sense of physicality. I suspect this would mesh well with the overall vibe I've been talking about, while also giving a little bit more structure for GMs to go off of. Maybe it would be something of a dungeon crawl. I'd maybe also create a bit more of a structured narrative framework for how the NPCs interact for similar reasons.
By the way, I think your third page might have exported incorrectly—it doesn't match the preview when reading it in Firefox. I don't see the word "bill" at all. That could be a browser issue, though.
This is a great mission. Stylish, moody. Super cool. Love what you've done with it.