That was really fun and I can't wait for the full version! I'll definitely be sticking around for it.
Starting off with the music, it was pretty good and fitting, I'm seeing that it was made by someone else in a pack but it was still a very good choice, despite the music not being made for this game, it fit quite well. the entire intro sequence was very cool to see, starting with the informational card about the game's interaction mechanics and then going into the actually intro cutscene with the pretty well done portrait sprite of Sam might I add, was all really cool to see. Not using the default GBS dialogue box was a very welcome and appreciated surprise, It feels like I see so many games that use the default box even when it doesn't fit their game at all and seeing a custom one be used here was very cool. I do however have to knock you off a point for not using a custom font, I feel like it would have tied the whole thing together with the custom dialogue box and custom interact icons, though I won't hold it against you, the custom dialogue box makes up for it in full. The environment art and art in general all looks really good, there were some very good uses of perspective and context in this game and I think they really shine though with the door leading outside sprite and the main room in the base getting darker as the storm gets closer. the dialogue between characters and the story in general were pretty well written as well, if not for a few spelling mistakes.
Now there were a lot of cool small things that really stood out to me as unnecessary but really nice to see so I'll list them all here: the ui on the computer was really well designed, the messed up M1 camera being animated was pretty sick, using the negative space in the base to "hide" that one guy running around was pretty creative, all of the character art specifically stood out to me as being well made, and there being more than one main music track was pretty nice as well.
I do have a couple bugs to report however:
1. After leaving the base for the first (and only) time, you are able to turn around and disappear into what I'm assuming is the door to get back into the base, but it doesn't give you the option to go back into the base until after you've tightened all of the straps on the supplies. Not game breaking or anything but definitely weird feeling, I would suggest not having the player able to access the door until after the straps are tightened, giving the player access to the choice menu of being able to go back in but stopping them from actually going back in with some excuse like "I can't go back in now, I have to finish tightening the straps...", or flipping the outside area vertically so the base is on the top instead of the bottom, that way you can have a more easily interactable door.
2. After tightening the straps and going back into the base and after getting the dialogue about hearing something from the comms, you can go left to go in the computer room and immediately turn back to the right without interacting with the computer or radio at all to go back to the other room where Sam appears, bleeding out on the ground. I'm assuming this skips an important cutscene that was supposed to happen in the computer room where headquarters tells you something important but by doing this I accidentally skipped it. It didn't really matter because the game ends soon after this but its still a bug so I figured I'd mention it.
All in all this game felt pretty well made for a GBS jam done game under time pressure of all things and I can't wait to see what else you cook up in the future, keep up the great work pal!