Another long one. I'm bad at compiling ideas ._.
Great job! I'm surprised you did so much so soon!
From tiny things like the menu screen or the random stranger in the hallway, to the bigger additions like the glitchy hallway or the whispers within it, all of those tiny details truly improved the game!
Some more suggestions I have are making the doors (specifically the faculty doors) be at the end of a hallway (so you can't see the main room from the door). This could help build a sense of isolation from the rest of the school. You could also do this with the science door, to isolate the faculty from it on the walk. It would also increase the mystery surrounding ????.
I liked the addition of the whispers in the hallway, definitely what it needed! Just make them quieter, more subtle. Consider making the track more like a "scripted sound", that fades in at a certain time, hangs out for about 5 seconds, then fades out, so then you don't have to deal with a weird cut and loop halfway down to the door. Also the glitch was perfect, exactly what the hallway needed to show that you're not in happy school land anymore.
The enemy speed change was very helpful, and made deaths more reasonable (I'm assuming you're still working on the hitbox system itself).
I also like the new intercom, it initiates the story, as well as (according to the fast lines it has) truly starts the lore.
I have a few questions about the intercom though:
Is the intercom being sent from the school or facility? (Or….both..?) Are they genuinely worried about the student? Why should this happy school have access to a research facility's intercom..?
Also, aside from fixing its speed, I think the intercom along with most if not all dialogue, should be unskippable for a few seconds, to keep you from missing anything.
Other tiny optional tweaks:
-Door open and close sounds (quieter when happier, more noticeable when locked in a room)
-Footsteps after entering faculty room
-Is the facility abandoned? Is it running strong, and in control? Do they think they have it under control? Is it chaos? Just want to know so I can give better feedback on the story. Whichever state you chose it to be in, try and make the environment (floors, walls, equipment) reflect that.
Also, would a kid normally be brought to the CPA through the way the player has gone? If so, consider adding labels on the wall that make sense. For example: "CPA Experiments 10-20 ahead. For dropoff of Subject (main character), proceed to room F6." Or something else, like "warning. experiments in this area are currently uncontainable. procede with caution." Unless this area is for visitors/supervisors, in which case the signs about "don't worry we totally got this under control" would make sense.
Even Smaller Tweaks:
-Change/ Remove Teachers dialogue after telling you to explore (something like "we're not ready yet, go explore first!" would work)
Why is the screen black when talking to mom?
-Consider removing the option to skip dialogue; I find myself missing information by accidently skipping more than anything!
Aside from that, I think the numerous improvements you made in such a short time is awesome! I truly can't wait to see the full thing! Great job :D
Also thanks for the shoutout!