I've read through your story, and here are some things that jumped out to me:
1) Background info is the first thing the player reads. Sometimes this can be a turn-off for new readers. It’s often a good idea to start with some action or dialogue that directly engages the reader with the characters, or the unique aspects of the premise, before going into more background detail. That said, what you have here is pretty to-the-point, and doesn’t distract much from the plot, so it’s your call. Besides, as the story currently stands, you don't have any pre-exposition action or dialogue you could use to pull the reader in with.
2) Pointless first-page choice. Mizal already said this, but having the first choice not matter other than for flavor text isn’t an interesting way to begin the story. It seems like you’re trying to give the player an opportunity to choose wisely and pick up some important background information by clicking on the weather alert—but it’s very clear from before the choice which option is going to be most beneficial in a hurricane survival story, and there’s no clear reason the player wouldn’t be able check both before going to work.
3) Consider tightening the scope of the story. This is a hurricane survival story, but it’s also a sci-fi dystopian about an alien planet recovering from a major humanitarian disaster. That’s a lot going on in one story. Do you plan to seriously address the questions raised by the major environmental and political changes caused by these events? If you don’t, then you may want to consider setting this story on present-day earth instead. This will let you focus more tightly on the survival aspects of the story, as regular earth hurricanes have plenty of opportunities for survival scenarios. If you do plan to seriously address these questions, then you should be prepared for a much longer and more complex story than this one is currently shaping up to be.
4) Death choices seem arbitrary. It feels like you’re just throwing death choices in there because, well, it’s a survival story, and there must be death choices, rather than because they actually make sense in context. For example, the connection between putting shutters on the house and dying seems pretty random. Additionally, the main character gets “a bad feeling” about the bus, and that’s the only information the player has to judge whether or not taking the bus is a good idea. So, did the main character just have a psychic premonition? Is that ever going to be brought up again?
5) Spelling and grammar look good!
6) What are your plans for branching with this story? Is it a linear survival story, or do you plan to have multiple branches?
7) The writing doesn’t “grab” the reader. There’s nothing wrong with this story, just nothing that’s really pulling me in. I don’t care about the characters or the world, and the puzzles aren’t challenging or engaging enough for me to enjoy this on a game-based level. To engage the reader more, you have an infinite number of different options, a few of which I’ve suggested here:
A) Add characterization. Giving the main character more personality, and adding one or two other interesting characters could go a long way in terms of involving the reader. Give us a reason to care if this guy lives or dies. Give him some more agency, and a few unusual skills or traits that will be helpful (or harmful) later on. I recommend this option if you’re writing a cave-of-time style story.
B) Make the puzzles more interesting. Alternatively, you may instead decide to focus on the game aspect of this story. This would probably involve some scripting and variables to keep track of long-term decisions.
C) Focus on the world. You’ve got an interesting, if ambitious, scenario here. One way to increase reader interest would be to focus on the wider-scope ramnifications these storms are having on the planet’s population and ecosystem, and make this a story about political consequence in addition to simple survival.
-Why did a car fall into the bay? Was it the rain, or the wind, or what? Isn’t that kind of a big deal? It seems weird that the main character just goes on to work, instead of calling for help or something. If cars falling into bays is a normal and expected occurance, that should be explained to the reader.
-The main character casually considers leaving the planet at one point. Is that an option? So far this world seems to be at about current-level technology. If space travel is common and accessible, the reader should be told more clearly.