I enjoyed the atmosphere, and while gameplay and patterns felt a bit too simple, it's fair quality for the jam ^^
A few things to mention:
- Enemy bullet and player hitboxes felt too big. Especially when the enemies swarmed to my position at the very start, most of the time it felt like there was no way to escape except to tank their bullets while desperately hacking away at the things that blocked your path.
- Favors and Wraths mechanic felt a bit unbalanced and somewhat plain. For example, a favor which sapped your sanity heavily and increased health by 15 felt like a penalty much of the time due to its sanity cost. Which is mostly because one of the wraths that increases monster health by a whopping 25% felt like a run ender. I made sure not to pick it, ever, always saving up sanity in case I get an expensive favor, because otherwise and after picking that wrath, escaping the monster swarm at the start would have been a lot more painful.
- More effect variety, such as new weapons, buffs, abilities for some favors (perhaps for a higher sanity cost), and increased enemy counts, new enemy types, abilities etc. for some of the wraths, would have made that mechanic feel a lot more important, which would be expected given the game is literally called "Wraths & Favors" :p
- Sanity itself also felt like a currency more than anything else. If high/low sanity affected the gameplay somehow, or if there were enemy types that sap it, that would have made it a more interesting mechanic imo.
- The final boss can be cheesed by hiding behind a pillar and shooting at its gigantic hitbox. I think it could also use a bit more pattern variety.
Overall - I think it could be a great mix between fun and atmosphere with a few post-jam updates ^^
P.S. if you have time I'd appreciate if you could check out and rate my submission - it's also a dark, atmospheric horror game, and might be up your alley. Also has the same amount of ratings as yours, curiously. Cheers!