Thanks for the feedback! I wrote the majority of the call but left spots for my friend (comedian/voice actor) to improvise and make it feel natural, and oh boy did he.
Interesting feeling you got about that last map- trust your feelings. I wanted to make sure this was a super short "game" and not just a single level experience and was using the third map as a sort of physics test to see how many simultaneous objects my computer could handle and decided: for a game made in a week I'll just throw it in. I think if we update the game sticking to office interiors that are architecturally accurate would be an emphasis. Like, where is the elevator in this world? Bathrooms? Storage closets? The true mystery of Squirrel Slayer3D.
I'm curious about your thoughts on lighting. I was thinking about adding a 'lamp' fixture to make more diegetic light, and some of the lights themselves should be placed more accurately, but did you feel the game was too dark? Too inconsistent? Lighting wasn't realistic enough? I did a lot of experimenting in this regards and would want to get my formula down pat.
For the revolver: I felt uneasy about putting guns in the game, or even just making a game that had the player shoot a gun, so while adding a nice PBR texture to the revolver was on the wishlist (as well as other weapons of course) I left it sort of stupid and comic looking for my own insecurities about publishing things with firearms. Shininess would help it play much better though.