I must admit, cool concept that was hampered simply by a lack of time. I know the pain. But I'll try to offer some more useful feedback:
You'll probably want to have more hard-to-understand minigames to fit the theme better. Simon Says and the sine wave minigame are pretty easy to grasp in just a few seconds. Something like the fuse minigame is better โ first you have to figure out how to unscrew the top, and then what to actually do with the fuses. I'll admit I never figured out what to do with them. And here's the second tip: more feedback for when a player is going in the right direction, a "hot-and-cold" spectrum rather than just the binary "finished/unfinished".
With how you're approaching the theme, you probably want to have the player learn through trial and error. But for that to be effective, you need to have some kind of spectrum of how close the player is to figuring out the solution, because otherwise it's just random stumbling around until I find the solution.
And apart from that, there's a couple gameplay issues that I'm sure you're aware of: clicking buttons on other panels accidentally while trying to switch to that panel (I recommend just disabling interactivity on panels when you're not "focused" on them); no backspace on the numpad, so if you mess up, you just have to restart the game.
I also thought that in the sine wave minigame, you could make the change in frequency not cause the wave to fly all over the screen and just scale horizontally from the midpoint, that would make it much easier to adjust the frequency.