- once i stepped into the garden i didnt hear grass footsteps, is this a feature you're missing entirely? add it ASAP it's super important (different footsteps per surface material)
- i really like the introductory enemy and using a candelabra as a makeshift weapon
- i feel like the level design is still weak. every single room looks amazing individually, but they're 100% just random rooms and hallways and it's impossible to build a proper sense of direction or priorities. no door feels more important than the others, no rooms feel more important than others. nothing. I think you should "zoom out" metaphorically and focus on the bigger picture of your environments. because as i said by themselves and looked at up close they're magnificent. but they don't feel like they're contributing to a bigger theme or picture