What an incredible entry! It looks great, it sounds great, it controls great, overall an incredible package to deliver in only three days. I don't really know why you are dissatisfied with this entry, I am blown away with the quality presented!
This game wears its inspiration on its sleeve, with it's retro look, jump-n-gun action and exploration gameplay it presents, and you managed to pull it off masterfully. The main gameplay idea that ties it to the theme is particularly interesting, forcing the player to manage their time well while exploring the plant. Yet, if the power does go out, the ambiance that sets in with the nightmares slowing approaching makes for a very tense feeling, while still giving the player hope that they'll manage to reach the main room to return power to the facility. To help with this, the trams offer a very nice way to quickly jump around the facility.
The second main gameplay idea - using the gun's recoil to extend your jump (and possibly other uses that I'm not aware of) - not only gave the gun a very satisfying humpf when using in any context, but pulling it off felt really nice... That is, if my keyboard let me press Z, X and Down at the same time, but it appears that isn't the case. As such, it was actually too hard for me to consistently pull it off, which meant that I couldn't advance past a certain point. When I did manage to pull it off (by releasing Z just before pressing Down just before releasing X), I could see how well crafted the implementation was (outside of the specific keybindings), and the potential it has (even for speed-running/sequence-breaking, which is a plus in my book).
Finally, activating different systems in the facility, such as the air vents, in order to progress is a unique take on how to design "power ups", as it were.
Quite frankly, I would love to see this game developed further and given a full release, with a big map to explore. What I see is the beginning of a really compelling metroidvania game. (just make sure to allow key mapping! :stuck_out_tongue_winking_eye:)