I really dig the Victorian-esque aesthetics that this game had. The wallpaper help set a sort of regal, formal tone, while the hand-drawn props complimented it by adding a more relaxed, cozy charm. I don't know if this was intended, but also having the static camera in front of the room made it feel like the manor itself was actually just a stage prop with a camera crew or live audience right outside of the view.
One thing I notice from the opening text, is that the text does not follow the voice over. One method I might used to help solve this would be to tie the text and voice over (broken into chucks per sentences) into their own animation in an animation player. You can the voice over as an audio playback track, then scroll the text by incrementing the amount of visible characters (which should be an property on at least the RichTextLabel node). This would also take care of having the voice over still match if the player chooses to skip to the next dialogue, since everything would be contained in their own animation clips.
I also wonder if a point-and-click style control scheme might fare better for a house exploration game like this? Overall, I am excited to see what you are able to make next!
