Jesus H Christ, Lucas ...
Something tells me you had some of these things lying around already, pulled some stuff from an asset pack, or you work REALLY damn fast!
There's an absolute butt-load of style and pizazz on display here, enough logic design to make it a fun little puzzle, and a lot of polish and feel going on, and even though you're clearly a few steps ahead of the class on technical skills you still used the basic premise of the workshop which is a really nice touch. So you can colour me really impressed,
But, while in the classroom I'm forced to assess all students equally, I'm going to adjust my usual level of criticism here to "semi-professional". Please don't think I'm trying to cut you down, but just meet you at the level you need to be met at based on this! ;)
Firstly, lets address that meta-joke at the end: don't do that. You're trying to land a complex multi-layered "feel" of a joke, and you're barely able to tell a knock-knock joke right now. Learn to run before you fly, walk before you run, crawl before you walk. Unreal skills and art skills are NOT game design skills.
That inventory interface ... looked nice, was functional (haven't gone back to try and break it), but the keys were all over the place, and ultimately it was pointless since you never hold more than one object at a time. Again, feels like maybe you pulled a plugin in from the store, or from another project? Remember what I said about how applying tutorials directly to the project abdicates your design process? There's your issue. That, or you didn't think it through from a player's perspective (but you did build it fast! Sometimes working smarter is more efficient that working hard ...)
And finally, visual language. You've got some of the basics (you had that yellow highlighting going on) but some drawers you can open, some you can't, some doors you can open, some you can't ... again, if you pull in assets from somewhere, you abdicate your design process. I'm not saying custom build everything, but ... yeah, that was another snag.
So impressive work, but still a long way to go as a designer. You've got a really great eye for that "indie PC style" going on, some clear artistic intent, and some creative ideas - but don't fall into the "style over substance" trap: Nick Dry (LD teacher joining us in Block B) will eat you alive for that over the next 2 blocks!