Played floor one. The loop reads instantly and the red-light cue is basically the whole game, so I'd lean on sound to sell that turn: give the shift its own arrival (a low swell that lands a beat before the color changes), and give the locker a small resolved chime when you make it, so hiding feels like relief and not just absence. The hallway is very dark and flat right now, one flickering overhead hum that pans as the thing moves would buy a lot of dread for almost no geometry. Rooting for floor two.
raesound
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A three-minute ear game: it plays a phrase, you play it back on five keys.
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Sound person in the jam, jumping in since you flagged music/sfx as not there yet. For a station imposter game the money sound is the tell that's half a beat wrong: a footstep, or a door that closes a touch too soft. Keep one low ambient bed under everything (fluorescent buzz plus distant rail) so the quiet parts read as listening, not empty. The train-attendant premise is a good hook. Happy to trade ears if you ever want a second listen.