My biggest critiques:
- Add a health bar next time.
- An escape mechanic. There are times where a person can get caught and actually want to escape the situation they're in, such as having seen the scene or actual challenge beyond *just* being captured.
- The animations. The monsters are the star of your project, whenever a game of this type is made they should be the thing you put the most attention into: they are why the player is here, so if they aren't well animated and modelled, that's where you're running the highest risk of losing them. Take the mushroom girl for example, her animations are a bit funky and could really use some more work. The models themselves aren't bad, but to again use the mushroom girl as an example, you could really flex your creativity with this sort of thing. Take the artist Double Deck; he does pretty good art along the lines of what you're doing here, designs of that kind are a pretty good way to lean.
- Try to avoid giant labyrinths that re-use geometry from previous areas. It's already easy to get lost when you're trying to find a bunch of levers and a door, its made worse when you have no landmarks to identify your location and then much moreso when there's the risk these areas can repeat. To use Otherworldly Ruins as an example, the hospital layout was never irritating; there were areas you had to search but it was easy to identify where you've been and where you haven't, as well as the map being concise with uniquely identifiable areas. Plus the overall darkness of the hospital did a good job of building a level of suspense.
- Stick to an overall "theme"; to again reference Otherworldly Ruins, the "Cult hospital that has ties to a demonic plant god" never introduces something that feels wildly out of place for the theme. The monsters in the areas they're introduced generally make sense and don't have me asking "Why are there so many weird little doll creatures in this cave?"
The positives:
+ For a first time project, this is pretty solid. Highly derivative sure, but the influence is itself a solid product that has few contemporaries. The scene needs more games of this type IMO, 3D games with a sexual-horror slant is something I fucking adore and cannot get enough of. I want more of that, and based on the sales of Otherworldly Ruins, I don't believe I'm alone in that stance.
+ The models, while at times janky, aren't that bad. There were times where I felt different creative decisions should've been made but overall the model work itself is above what I'd expected.
Overall you're following a good example. There are moments the game felt like it could have been better play tested, and it's worth mentioning the influence is fairly apparent and I can't fault you for it. More varieties in scene types and general improvements on the animation work would be my biggest points of criticism.