Sadly I am not your target audience, but I did read your rule booklet. So let's give you some feet back.
It is not a one-shot single player rpg. It is more like a meta rule guideline for creating such a thing. Wich is hard, because if you are the creator of your story, well, you know the story. Knowing that the killer lurks behind the door kinda takes the horror away.
It is not explained how a fortitude helps you. You lose a 1 point for dice roll, because it benefits you, but what benefit does it give you. And if it give a point value, why bother deducting 1 point in the first place, just make the bonus 1 smaller. For savings on the mali when rerolling maybe. But that is overly convoluted.
I did not understand what happens when you fail the second time. Dying again and returning after the test as if you had passed maybe. Or that the test was not needed in the first place, what with the fabric of reality bending.
The premonition sentence about accepting the outcom is superfluos. If you have the option of accepting the premonition or chosing not to, accepting the outcome is exactly what you just did, if you chose so.
Changing your destiny by rerolling is not changing your destiny, but a reroll. If I walk over a trap door and fall to my death, going back in time would make me not go over the trap door in the first place. If I go back in time to the very moment I fall and try to hold on (again), as I said, it is just a reroll. That is not how the trope of time travel is supposed to work. I have seen enough Groundhog Day, or that surprisingly good Happy Death Day to expect it differently. (speaking of that, your game is basically Happy Death Day. Should you not know it, you will be in for a treat if you can watch it somewhere)
Conclusion. Not my cup of tea. Might work as a card game, even multiplayer, the kind where you draw from different decks to create a story. I believe the Arkham Horror Games work a bit like that.