The game is great! I understand how Rathieu might have had some fun making the game. The characters are still a bit nebulous to the player, but that is kind of by design, The MMC was only surviving in life struggling to get by and the FMC just got out of their parent's cult. There is plenty of space to see them grow as characters. Their interactions with the handcuffs being the first step in that. I want to see them explore their other desires, wanting to do some sports or disguise themselves to try and go take a walk or something. I hope the rest is as fun to develop as this introduction because I had fun playing it. As for the cult plotline while it's interesting, there is one point that is leaving me frustrated; how is it interacting with the rest of the world and what are those interactions? For example would the government, any level, protect people leaving the cult or bring them back to it, how is it exerting so much influence that to quit the MMC needed a contract with condition to abide by. If it's a normal cult the police would intervene. I don't want to know before I need the mysteries of the cult, but I need to understand the characters justifications for the need to hide the FMC. I don't feel like the MCs actions, regarding the cult plotline, should be mysterious to the player as much as they currently are.
Some suggestion for easier mode for the minigames:
Color code the names of the clients, the objects they want or refund in their demand and in the store. Yes it might trivialise the game but the goal is to let players experience the game without giving them 10 000$ from the start. you can even leave that in and add that as an in the middle option.
For the computer adventure minigame have the MMC take some notes while playing. to get him to know which interactions will hurt him at what point in the story. For example have him say while reaching a certain point: last time I made the second choice at a similar point in the adventure I lost a point of HP. I think this one might be kind of important if we are to play that adventure multiple times over the course of the game with a lot of time between updates. (Something normal.)
There are multiple ways of implementing those: considering them like difficulty settings or upgrades or consumable on an online shop etc. Just some QOL things I thought of that would make the minigames easier but could help players looking for a more forgiving experience.