We don’t mind at all being compared to Papers, Please! I believe a game should have a clear inspiration while adding its own unique twist. This way, players come in with some built-in knowledge and expectations, and we can work around that!
I’d never looked at the game design this way, but now that you mention it, perhaps we did trade the time-pressure difficulties for the challenge of interpreting the daily code in a more vague way. This gives the game more of a "spycraft" feel.
Anyway, thank you for the comprehensive comment and for playing the game!