You don't sound pretentious. I love to hear all forms of praise.
Eduardo replaced my temp pant sounds with better stuff, so they may be final. Eduardo was thinking that we'd have the actual VO actor do the final breathing noises, but I'm not sure that's necessary.
The picture wasn't supposed to be hilarious, but they are supposed to look like an unhappy family. Besides the fact that the entire mood of the game is supposed to be miserable, everyone in old pictures look unhappy.
Feel free to take credit for the sniffing idea. I honestly have no idea when I came up with it, so it may have been from your suggestion.
With regard to the backer portraits, I agree with your feedback. I do think they stand out in a way that I didn't intend, so we have to work on that.
Part of the issue is that we have two artists doing the portraits. Chris did the backer portraits and Adam did the other portraits. I'm not sure it’s possible for them to have their styles line up perfectly. Chris does all the character art where Adam does the environment art, which is why Adam did the other portraits. I think having Chris do more portraits will help them stand out less.
I think our plan is to put them less frequently in the game as well as try to make them fit better in the world. There is one of them that I feel like works where it is partially in the shadows and cobwebs, and I think it really fit. I think we’ll have to be more intelligent about the placement to make them feel more like part of the world.
The bird scare pacing never sat 100% right with me because as you said, it’s back to back with some other jump scares, but I’m a bit torn with what to do. My inclination might be to stretch out the first level. I was worried that people would find it too mundane, so we’d want to breeze through it, but people seem pretty happy with it, so maybe they wouldn’t mind spending a bit more time inside the mansion, so I can better space things out.
The names on the gravestones are not temp. Most of them are people’s actual names, so I’m not sure what feels out of place other than perhaps “Matt Gilgenbot”, which one backer wanted on his tombstone, and I wasn’t thrilled about. I might be able to convince him to change it… Are there any others that stand out as wrong?
We are planning to have closer looks in the 3rd level but just ran out of time. :-/ We’ll go back and add them at some point.
For the baby monster, others have suggested to give it a baby voice. It seems like a reasonable idea, and I will run it by the sound designer when he resumes work on our game. As far as crying, no comment.

I have some plans along those lines.
Is the “forsaken” bug reproducible? If so, can you take a screenshot? It is supposed to be white inside the circle, and our dark animated crosshatch shader pattern outside.
The baby monster will scratch his head when you duck into a cabinet when it notices you in the regular segments. It will do that in the chase segment as well, but the camera is supposed to cut first. Maybe I’ll extend its chase behavior, so that it doesn’t scratch its head. That is a good catch.
All of your crazy as hell suggestions sound good, but it’s always a question of time. We don’t have a ton. Not nearly as much as I’d like. The original schedule for the game was much longer, but I cut the game down as much as possible to make the kickstarter budget feasible. Unfortunately, that means it can’t be as polished as I’d like.
While I think having a first person viewpoint in the cabinet would be nice, I’m not sure it would work with the gameplay. How do you know when to leave the cabinet if you can’t see? I ran into this problem in Outlast where I would think it’d be safe to exit, but it turns out I just couldn’t see the enemy, and it was quite frustrating. I found myself hiding for really long periods of time which was… boring.
Anyway, you’ve given me a lot to think about. Thanks for playing through the build and providing your thoughts. Did you take the survey?
https://www.surveymonkey.com/s/25Z7JMM