Thanks for the feedback, I'll respond in kind-
First, you must have encountered a bug with the script not loading properly, because I made every effort to make the sound effects not stack on top of each other, and when you touch the piano, it mutes the background music for 5 seconds. It's supposed to, at any rate.
As for the progression, think about it- if you saw something (for example,
on the wall, will you immediately take it? If you have no need for that item at that particular time, you won't pay any attention to it in real life. One thing I hated about Amnesia was that items you needed glowed blue, all the time. How is the player supposed to know that's going to be useful in the future? Is he precognitive? I preferred to make it so that it has a natural and realistic order of progression. The whole point was to make you backtrack and pay attention to everything, and feel kind of like you're actually trapped in an abandoned lodge, trying to solve the puzzles of a dead madman, all the while escaping death. I know the dogs aren't scary, I wasn't trying to scare people. I was trying to keep them on the edge of their toes. The real nature of the mod is in the story, not the monster design.