This is a cool way to try to design a rogue-like! I could tell that a lot of time was put into designing the paths.
However, I would suggest to randomize the scenarios to provide the feeling of a rogue-like. Although there is perma-death (although I didn't use them, I would disable quick-save and saving as a whole until randomness is included) and bad decision making, there seems to be a lack of procedural generation in any part of the story.
I think once that's included, this game would fit the limitation much better!
Overall, it's a pretty cool visual novel with plenty of branching already included!
and i won :)