First off, love the concept of the skin suits and a job being centered around delivering divorce players to the patient zero of the infection. The layout/writing on this is a little clunky, but there's a really fun adventure present here to run that could easily take a player crew off-guard. I'd personally make a few modifications if I ran it at my table but it's very solid as-is. Also, I just generally hate bugs and parasites, so maybe there's a few extra points in there for being something that'd personally creep me out!
I rate with half stars to give more specific critique but round down for the gamejam rating system fyi!
Polish - 3/5
The blue color scheme and general medical paperwork aesthetic it has going on is great, I honestly think you could have leaned into the "patient charts" style even more tbh. A background texture of some kind could do a lot of work here too I think. As far as information presentation goes I think there's a solid order of presentation that helps me understand the general direction this adventure takes once the players arrives.
Small nitpicks:
- The Y/N Worms section feels a bit redundant if only one staff member isn't infected. Maybe these could be better used for the patients section so a warden could physically keep track of who is/isn't infected during their run of the adventure? Maybe different color formatting in the background or text for the staff could be used as an indication of infection or not without having to take up more space?
- I would have liked more information about the personality of the staff now that they're infected. The players will be interacting with them a fair bit prior to the full reveal, so having some weird quirks on top of the 1d5 details could help reveal the horror a bit more gradually.
- Patient table feels a bit cramped. Some area indicating when on the timeline they'll be infected and/or try to escape would be useful here. If I'm running this anything involving patients I'll be jumping back here to scan, so if I have to then go back to the timeline to double-check what's happening to who, it takes a little bit more time mid-game to clarify.
- Map is functional, but how you label locked doors is a bit hard to read at a glance because the doors themselves are pretty narrow.
Favorability - 3.5/5
Seems like it'd be a fun side-job to throw to players and frame as an easy milk run. "How weird can it get, we're only serving divorce papers!" The only thing that lowers my personal rating is that it'll require a bit of legwork on my part to come up with how to pressure the player crew into getting involved versus being a bit more passive. I'll expand on this a bit more as it's related to my concerns in the usability section.
Usability - 4/5
This module essentially has everything you'd need to get players involved in the scenario and a timeline from start to finish of what the monster is getting up to. The Skin Suits as a monster as written are immediately usable as foes, the inclusion of their life cycle and how they initially infect someone on their home planet is a nice touch. Room keys are straight to the point and informative, I just think there needs to be a bit more usable equipment, gear, or items you'd see scattered around a medical office included because if players are coming in with a light loadout, they might have difficulties dealing with the Body Suits once they try to convert the crew.
In regards to the timeline and the "end state" of this adventure, while it's obvious the players would want to stop the worm colony from expanding, if they have a hard time putting things together quite a few of the patients might be dead before they have a chance to investigate. There isn't necessarily anything in the timeline that immediately presses the players into action or imply a sudden tipping point. The biggest way as written I think I could set this up would be putting roadblocks on allowing the players to meet the doctor and serve him papers, then using that time to let them poke around/interact with employees and show them how weird everyone is acting. A potential work-around I'd suggest is making the mission be serving papers to one of the patients in the clinic, maybe Don Johnson or Jane Dough because they're sedated/unconscious and not immediately available (requiring the crew to wait and witness others being carted off.) Even if they get turned into a skin suit, I could foresee some crews forging paperwork or just tricking the worms into signing it anyways, just so they can get the hell out and maybe still get paid.
Theming - 5/5
I think the "beneath the surface" theme is being used for a lot of underground-themed content (my own submission included), but it was really clever of you to do something centered around a creature that's literally living and controlling you from the inside. Making them worms is very immediately visceral and gross on top of that, great choice.