(I strongly prefer the more artsy title of Sinners Welcome to the otherwise straightforward Devil's House of Blackjack)
Main menu: Very creative ideas with the pulling volume sliders and the quit function being representing by a hole in the ground, but confusing UX-wise. Sometimes less is more, and clarity trumps style when it comes to settings (but I've been on both sides of this fence). Was particularly noticeable since the labels / font colours could be better highlighted / integrated. Small detail, but if wanting to scale a button via a hover, set the x- and y-axes of the pivot offsets to half the transform size, so it grows from the center (or just the y-axis if you want to grow it out to the right).
Story: The voiced devil character is great. Adds a ton of personality and life into the game.
Art: Gorgeous. Great colour economy and use of shadows / highlights. Card back looks beautiful, and did I mention how much I love the way the devil is drawn? Gives me Robert Englund vibes.
Music / sound: The old-timey undertrack transports me in a late-1800s saloon as intended. I can just smell the musty, dried whiskey and hear the evening cries of crickets.
Programming: Very functional; no bugs noticed. Surprised that all features expected of Blackjack, like splits and double-downs are included, and the game can detect Blackjacks. I love the animation in how the cards place on the table and flip over, and the 3D-esque perspective in general. Perfect coding work.
Game design: Like that the bet max increases its threshold each round. I like Blackjack, but in a competition where "Originality" is a criteria, not sure if this was the best choice since Blackjack is the most overused card game ever. That being said, it's also being assumed all players will know how to play it, and some may not. Grand Theft Auto Online and Red Dead Redemptions I and II have a tooltip tutorial to educate the player on the rules, so this was another risk in doing this type of game. The ones who know Blackjack will be bored by it, and the ones who don't may not even know how to get started. I realize there's an explanation in the Itch description, but it has to be assumed that most won't read it (they don't, from personal experience; unless a very brief control scheme is included at the top). Instructions have to be integrated within the game itself, and the same explanations could be included in a hover over the buttons.
UI / UX: Some captions in the dialogue pop-up bubble are cut off. Conspicuous by its absence is any type of tally of how many points your hand is worth. As a result, the player is expected to add. Some could argue that's a good thing, but it's standard in Blackjack video games for the program to do that work (presumably this can be pulled from the existing variable and printed into a label). Could also use a temporary UI element on the HUD of what your current wager is, as players might forget, and it may affect their decision to stand or hit.
Other notes: Loss condition screen could be more creative, and should have a replay or return to menu function. What's a "compositor"?

I feel the real missed opportunity here is that this appears to be just a regular, infinite Blackjack game until you run out of chips. Where a little bit of originality could've been achieved was creating a progression system around it. Like perhaps you defeat the devil if you achieve an "x" amount of chips? Or the devil begins bargaining with you certain wagers outside of the main game loop (like the fate of the world), and this would be an opportunity to interject some story? As of current, it appears to be Blackjack game #1,252,143 on the Internet with beautiful sound and graphics.
EDIT: I just noticed the "Bar" tab, and here's one of the big differentiators I was looking for. The in-game perks do give it a slightly different edge and dynamic to most Blackjack games. But I'll still contend that the game could use more in the way of story and progression to give incentive to continuing to play. As it is, I just kept betting max until I lost, and presumed there was no more content to access beyond simple Blackjack.
EDIT 2: Okay, now I'm just noticing the "Grand Prize" in the bar, which does create an incentive to keep playing. On a polish pass, I'd just illustrate this more clearly at the outset, as well as the existence of the bar. The bar is so well-implemented. The voiced bartender is funny, and the physics of how the objects actually physically collide with each other is fantastic. These are the tiny details that wouldn't get noticed if the player initially chalks this up as a regular Blackjack game, and moves onto the next submission. But this gives it a whole edge.
Final feelings: Polished and impressively functional entry with wonderful atmosphere and aesthetics. Just wish the same efforts were applied to a more original idea, but can understand the pressures of game jams and new collaborations forcing a team to rely on tried-and-true designs.