I love small horror games, and loved this ones concept, so this one's gonna be long but hear me out please!
Overall, great game!
I love the way you achieved a good horror atmosphere without having to use extra stuff! I loved the music cut when entering the closet too, really helped set the mood. The game feels overall like Petscop (because of the creepy dead kid stuff and music cuts to show that something is off), Undertale (because it also uses music well, also similar to gasters "experiments"), Bendy and the Ink Machine (for tar-ish character models and player tracking), and, of course, Kindergarten (because its a pixel "mystery" game disguised as a cute kindergarten simulator but you slowly discover a secret operation using kids for experiments). I'm not saying that's a bad thing, I'm just saying you can take inspiration from all these stories to help you build your story (unless you already have one, in which case I can't wait for the full game!) Overall awesome!
If you don't mind me giving some tips, I would recommend a few things:
First (and most importantly) CHANGE THE BUTTONS! I know there isnt much use for them yet, but I would like a Q and E combo.
Secondly, adding somethign else to highten the mood, such as whispers or footsteps could help a lot too.
Thirdly, I'm assuming you already have plans to flesh out the intro more, but if you don't, I'd recommend a slightly different sequence to how the player ends up in the room other than getting supplies right away. Maybe he's on his way to get supplies when bullies catch him and throw him in there as a prank. Or maybe he gets lost and someone mysterious falsely guides him there. The possibilities are endless.
Now, for the actual game.
I just want to first say great job again for setting the eerie horror mood! Definitely put me on edge, and yes the jumpscares got me quite a few times. Great work!
Firstly, the deaths were kind of annoying. They would trigger when you weren't even that close to an enemy. I understand that when you're that close the enemy can easily close the distance. But I have some things that could help prevent the situation in the first place. Firstly, you could make the trigger for the jumpscare even smaller, maybe even smaller than the player model. So mobs have to be on top of you to kill you. Or, you could make the character faster or the mobs slower.
The other thing I was wondering about was the level design. I was literally mapping out the level, and I found that there were certain areas I couldn't map out all the way due to the "glitchers" (the red ones that look like the game over screen) these ones I'm assuming were made fast and no-clipping (more than other mobs) for a reason, but what will they be in the full game? currently there seems to only be 2, that stay in there general area unless provoked, but when provoked... well, you know.
Lastly, I was wondering about your future plans for the game. Will it be level based? Will it be errand based? What will you add? More characters? Enemies? I can't wait to see the full thing! good luck to you and your team! Best of luck on this game and others!
(and thank you SO much for reading my hella long review)