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To expand on the story being too meta for my taste: for me, enjoying depends on being able to suspend disbelief. That means that the story makes an effort to remove things that are parts of the fiction, and I make an effort to filter out and ignore those things the story was unable to remove. But layered fiction like this game relies on intentionally including things that aren’t part of one fiction layer because they’re part of another fiction layer. At which point I no longer feel like putting in the effort to suspend my disbelief.

There are cases where layered fiction can work. For example, I once saw a VR game where you’re sitting in front of a game console playing a horror game during a thunderstorm. The inner fiction of the game was engrossing enough enough that you would forget that the outer fiction of sitting in front of the console even existed, which made the outer fiction seem a lot more “real” when it interrupted you. And for all I know this game is exactly like that. I haven’t played it. I’m just commenting on my first impression of the game based on the game’s store page.

You are exactly right. The goal of the game is to have layered friction. 
1. The inner game is to solve the puzzles and clear the levels. working on visuals, challenges.
2. The outer game is to give a feeling that the goal is to escape the captivity.

The inner fiction of the game was engrossing enough enough that you would forget that the outer fiction of sitting in front of the console even existed, which made the outer fiction seem a lot more “real” when it interrupted you. : wow loved the idea. Let me brainstorm on this.

Let me try to cut down unnecessary distractions. And add proper layered gameplay. Instead of running a maze. I can build a flow that is actually interesting.