Okay! I finally had some time to sit down and play this enough to be able to give a rating. Like the others have already said, having so many gameplay elements with so little introduction makes for a very confusing first experience. During my first try, my actions were haphazard, leading to a swift room breach (and multiple subsequent failed containments). For my second try, I made myself a little diagram with the stats and their effects written out. From there, I just focused on mood/stress/atmosphere/tension stats, and then eventually learned what stats rooms require, and then learned that I can strategically schedule characters to buff them for later. I think if you end up adding a tutorial, it should only introduce a few concepts at a time. Even in the absence of a full tutorial though, it still would have been helpful to have some sort of diagram, overview, or guide.
The game feels like it draws a lot of inspiration from table-top games.
Others have also said that they wanted dialog portraits, but I think even without that, there are ways to communicate who is talking, like having the character sprites move, even just up and down.
Perhaps this genre is just not one that I get along with, because I could definitely see the gameplay strengthening one's bonds with the characters!