As I was starting to write this comment, I noticed on the side panel that you were the one who made Extraction Chapter 0. And I'm going to say essentially the same thing now that I said in that review: in games like this, it's all about creating an immersive world and story. But that's hard to do, especially in the time frame of a game jam.
In this particular case, I have to agree with the reviews saying that there's not much beyond a sort of stock dystopia theme. The main character believes the facade of the evil corporation and goes along with them until he gets betrayed and finds out that they're evil, and then by the sheer power of his will he breaks free from their evil clutches. We don't see an explanation for why the corporation is evil, or whether it's rooted in characteristics that we ourselves should introspectively see if we're harboring. The hero doesn't undergo much development, or have to rally people to the cause of fighting evil despite risking anything and everything they might have, instead of accepting the shallow existence that the evil corporation offers them simply because they think that's the best they can make of their situation. He doesn't have to confront potential turncoats within the evil corporation and try to get them to see that what they're doing is wrong and needs to be stopped, and have to talk them out of believing the lies the corporation has been feeding them for most of their lives to justify their cruel actions. There are many ways a story like this could go if you just had more time than a gamejam to develop a compelling story.
While I have to side with the naysayers on this one and offer my two cents on what I'd like to see in a game like this, I wouldn't go so far as those who think that a game that's just walking through a set path to reveal a story shouldn't even be considered a game. Although I do prefer art games that have good gameplay too -- Perdition being a perfect example. But I digress.