Thank you for playing and for the feedback! Making it clear which areas are passable and which aren't is for sure something I need to focus on improving, having a more uniform wall design would surely help with that.
Sorry for the jump scare! I had all of the guard's noises playing through the same audio source at first and the alert noise was noticeably quieter than the others. At first I tried setting the volume in code but eventually moved that one effect to a different component entirely and probably over emphasized it as a result.