I won't quote, as it'll take up too much space: But, here is my answer/answers:
TL;DR Does not apply for me, especially when my own work is involved! I'm glad I got criticism like this, and hope for it again in the future :]
You're correct with the level 1 testing, I was wondering about direction.
But yes, to the spoiler:
Storywise - don't worry! I know it makes little sense at the moment, more will be explained as the story progresses, which is generally the way in which things work out with games :p But don't take that as being cheeky. Explanations for the grunt and such do need to be added, you are correct, and that will be explained a little further with some changes to the notes. I, myself, dislike the fancy closet. I'll go through the entities again and see if I can find some shabbier ones. The man who wrote the note upstairs, and in the cave is the same man - this should become clearer with some voice acting. This man also happened to be trapped in the cell with the headless_agrippa, but attempted to escape after said agrippa became headless. I played with the thought that both this character and the one in the first room were the same, but it made no sense - so he became the body parts. The skull, indeed, cliche'd, but I thought necessary as a warning/ the fact that there is no human_head entity. The brute needs a reason, again, I agree. I'll be thinking about it, mind, the early scares are to throw the player off-balance, to assume the game will be full of said "random" jumpscares, but this is not the case - hopefully, it will keep the player on his/her toes. The stretched textures are clearly through inexperience of working with such an engine, and are rather ambitious, as well as the glitching floors/walls/ceilings. I have been going under the pretext however, that anyone who is not an amnesia mod developer, does not really notice these things, unless they are incredibly obvious. Multiple tests on friends/family have proven this. The rubble falling would be due to my lack of finding a banging noise - also, this particular scare has no reason, I will probably remove it, as I think I just wanted to try the scripting. The lights, pointless, but add a little hope/faith in the players minds as they leave the doom and gloom of the area, and make it feel less square. The tinderboxes/dust has nothing wrong with it, or right with it, and is simply there to reward those explorers, as you might have guessed, which I am fine with. Hopefully this has cleared up some stuff, and I wouldn't worry about spoilers, as I'm not ashamed of it/ am not really aiming it at you guys!
But I would like to - again, stress my
thanks to you for this thorough going through of my CS, I know how long it must of taken you, and am incredibly greatful. If I didn't answer anything, please let me know, and excuse me if I seemed overly confident, I am just trying to explain my CS as much as possible :]