Idea is good, level concepts are creative (much more than in other games) but has a lot of technical problems:
1. Your textures repeat constantly - on the walls, floor and so on. Try to use global UV instead of local one (just look on YouTube tutorials for those materials, it will help dramatically)
2. Walking speed and mouse is just to high. In liminal games you want to taste this feeling, experience moments when world is so tight and small, but you are still walking endlessly in those mazes endlessly. It increases liminality
3. Lights are inconsistent - some of them are too bright, some of them are too dark, and you cant see room at all.
4. Reflections in elevator are horrible. I would recommend to eliminate them completely
5. When interacting with objects (buttons, doors etc) effects of interactions, like toggling lights or something, constantly repeat themselves - just attach to interactable objects node "Do once" and you will be fine
6. Loading levels needs to be reworked, First of all - when you change level games doesnt tell you about it, so when you push the button and nothing changes it looks just as if game is broken. You could try to just show black screen or something like that. But if approach it more creatively, I recommend to do loadings like in Half Life - you just walk into corridor, new level loads without visual changes, and player feels like world just blends from one level to another, so it feel a lot more liminal. Also if you could it make without loading screens (for example split one large levels into chunks and delete them if players walks past them) it would be beautiful
7. Music is good, but it is the same on each level. Its bad, because music can underline individual aspects of levels, so it would be better if you change it on each level. Also please make smooth fade in and out, not just turn music on
8. Levels are too small. I understand that when you are indie developer creating large levels is just impossible, but you could try to make an illusion that levels are big. For example The Complex game achieved it with smaller walk speed and by creating a lot of alternative paths, that you can explore, so it creates an illusion that level is huge.
All in all idea is good, but techical rework is needed
(Please dont take it offensive :D)