The enemy does have footsteps haha. As a professional sound designer of 8 years specializing in horror, I'm VERY aware of the importance of sound. For the footsteps I implemented a surreal dark sound with a lot of reverb to help emphasize the idea that this is a dreamscape and the entity isn't a physical being that's walking around so it doesn't SOUND like a footstep but it does synchronize with his feet touching the ground and is specialized to help you track his movements. It begins fading in at a distance of 50 meters. It's possible he never got close enough for you to hear it or distinguish what it was meant to be, his AI is very toned down because I didn't have time to fully test and balance it, but an entire day of this jam was dedicated just to sound design and audio engineering. I still wish I could have added UI sounds, a sound for the flashlight turning on and off, and unique sound cues for the entity seeing you vs just hearing you and not knowing your exact location but given the circumstances I'm happy I finished it at all.
It also has voice lines recorded and edited that I never got to implement. Definitely plan to update the game after the jam with the entity being more aggressive, adding the missing sfx, and improving the ending sequence.
Thank you for your honest feedback and your kind words about Skye. Despite the issues I have with this game I feel it was the best way to honor her at the time.