I was invested enough to play through the whole thing if that means anything.
The atmosphere was nice while inside the house, the outside could use some work to make it feel more “real”.
There were a lot of bugs, obviously, but there was only one that really significantly impacted my experience (being able to interact the music sheet multiple times which froze the graphic on screen). There rest were smaller things, like some models not rendering correctly (sink + right nightstand), sprint not working, and the “P to call forensics” text being stuck on screen.
Outside of bugs my biggest issue was just lack of direction. its a common occurrence in amateur horror/adventure projects, but I got to a point where I was just running around the environment looking for anything to interact with that would progress the game, which killed a lot of the tension. Some way to keep pressure on the player or gently nudge them towards their goal would go a long way.
Random ideas: have the “monster” close off rooms that are no longer relevant to progression, direct the player by narrowing down where they can look. or even simpler, give the keys a more reflective material so they can be easily spotted while the player scans with the flash light.
Not too bad for a first finished project, but still could use some work.