I liked how the choices demonstrated the easiness of going along with "the plan" that people have for each other, although some other visual novels have a "skip" button to make it easier to replay the game with hindsight.
My problem with the game is that it felt like propaganda. To understand where the moral of the story went wrong: you'd have to understand why the morals were put there. What does your game set out to do?
Games shouldn't expect players to accept their morals, but should present them with fairness. Heroes and villains should be given equally strong ideas/judgement; the unequal thing should be plot armor.
It would be easy to just avoid talking about the risk:reward structure of Coronavirus, but you could've presented a fair argument against the fact that millions died.
Silver lining is the character designs; it's cool to see shapes and stuff of characters matching their personality in some way.