|Sometimes this game becomes a little surreal...|
Figure out those endings. At the very least, the characters should achieve some sort of closure before the story ends. To get the players invested in this sort of game and then leave the character without closure risks leaving the player without closure as well. A lack of closure leads to dwelling and no cartharsis. Avoid that.
Okay, so what if you just want to play a darker semi-mundane world involving tricky actions to take out the "Parasites" rather than focusing on evoking anguish in your players to help them (and perhaps yourself) achieve the sort of cartharsis people seek in tragedy?
Most of the advice you can get from any good old point-and-click adventure game can come into it here. Rather than successful skill rolls, think of it in terms of decision points. Should someone really have to roll to jump a fence? No. The question isn't "Can they....?" but "Do they....?" In this kind of game where failure (in the form of death) isn't the end you can certainly pre-plan decision points where failing to pay attention to environmental cues and doing something silly like slamming open the door to attack the knife-wielding psychopath automatically ends in failure.
Taking the dice out of it also throws the emphasis so squarely on decision making that players who are liable to throw themselves at things when they get frustrated will instead have to sit up and start paying attention.
Anyway, a campaign based around The Cat Lady or including elements of it, should appeal to Communicators the most.
Tacticians generally like to think their way through problematic situations so they can have a lot of fun trying to figure out what to do to get past their current "Parasite". Unfortunately some of them have problems with perfectionism and the fact that in a game like the Cat Lady you're bound to occasionally get it wrong before getting it right might not sit well with them.
Action Heroes might enjoy it for a short change of pace if they're into horror games but they will otherwise find it very frustrating to have to play an essentially vulnerable and largely noncombative character. Even if their character gets a gun they really shouldn't start to rely on it.
Explorers may enjoy the rather gritty and disturbing version of our reality, especially the unusual situation in the Death World.
Investigators will have their work cut out for them discovering the identity of the "Parasite", their modus operandi and the best way to survive their current predicament and take down the "Parasite". Unlike the Tactician whose focus is on success, an investigator's focus is on discovery so they're a bit less likely to get frustrated.
Communicators tend to come in one of two flavors - the political types who love to play their own little version of Game of Thrones (who won't love this game so much) and the psychological types who just want to crawl down the rabbit hole of their own character's and their other NPC's minds (who will absolutely love and adore this style of game).
If you want to check out the trailer, you can find it here. If you want to read up on the TV Tropes you can find them here.