Hey, so it ran fine on Windows, with the exception that Save & Quit doesn't actually save... it just quits. : (
I know a little about Godot (I've attempted to make a couple games in it), enough to find what you did with shaders, overlays, and lightning effects extremely impressive. It's also impressive that you programmed such a great variety of minigames for this in such a short time--typing one is my favorite, need more words--although some are a bit glitchy and there was one I think is impossible, the time the green sliders to hit the button in the red zone one: the red zone hitboxes are NOT what the screen indicates, and the final column is moving so fast I have no idea how you would actually time the butotn press exccept sheer luck. Speaking of luck, there are some passability issues with doors and especially the giant telescope in the observatory, someitmes you get stuck on the terrain at the worst possible time, and it really feels like you should be able to move behind the top half of the telescope.
The game is wonderfully tense as you try to avoid both the darkness and the static, managing light and door states. It was annoying that while navigating the darkness and locked doors felt strategic, there was absolutely nothing you could do to distract or divert the ????? (so as to not spoiler, I'm not entirely sure what the ????? is, but it sure looks uh, familiar!) and nothing to do except move in the opposite direction the static gets thicker in if you're in a corridor--even if that route is one you carefully planned out and lit up leading to a bunch of tasks, or hide in a corner and hope it doens't feel like moving in your direction in a room. I stopped playing in the end because every time you 'get got' by the ????? you lose several (three? half?) tasks completed. I know it's just the nature of videogames that when you lose/die you lose progress, but that's seldom felt as literal, punitive, or frustrating as here. I quit because it just felt like an uphill battle I'd never win (might have felt different if the save + quit actually saved, but I know from experience setting up game saving can be very finnicky in Godot). The game demands a bit more patience--hiding and hoping the ????? will move away from you and not towards you--than I'm capable of.
So your game is at tense from the atmosphere and a genuinely clever core loop that reminded me a little bit of Alien: Isolation. If you wanted to take it to "legitimately scary", all you need is a 2D protagonist that is in any way recognizably human (this very site is littered with sprites that would fit the game's style, many of them both high quality and free) and can be empathized with and is not a big round cartoon robot. If I was controlling a person, like pretty much any person, tense would graduate to scary for me--you can also, of course, inspire empathy for a robot, but doing so requires some very tricky writing. Adding world building, lore, or environment storytelling is just icing on the cake once you have this level of tension from the game's core loop and a protagonist that invokes empathy.
Alright sorry for the wall of text, all of this is obviously just like my opinion man, but tl;dr:
windows build works, but saving doesn't, I didn't beat it because of the severe progress loss of several completed tasks on each death, I think if you wanted you have the makings of likea really good, feature length horror game here, and I confirm my initial opinion that this is a very impressive game for a one week jam and looks slick as all hell.