So I just finished watching both your videos, and damn am I sorry you had to experience that.
As I mentioned in other comments, the AI isn't supposed to reach the same tile as the player, but I wasn't able to fix that navigation problem in time. And the raycasts for the players melee and projectile attacks don't detect any colliders that they start within. Meaning if the enemy is on the same tile as you, you can't hit them. So in a number of cases in your video you definitely weren't dealing damage. This raycast problem is why you're also able to walk THROUGH enemies which is definitely not intentional. Frankly I was stunned when I saw you had aggroed three enemies, because the game was setup in such a way that the player should never have to face more than one. I guess I hadn't even considered the possibility it could still happen, but reading your feedback and watching the video I can absolutely see why it happened.
I do have a few questions about the first video, was the audio out of sync when you were playing or is that just the video? And I noticed you backtracked quite a bit, did you get lost and turned around or were you just exploring to see what else there was? I thought I had laid out the level clearly enough, but the map not showing walls has been mentioned as being confusing, so it could easily be my fault lol. Also I noticed when you encountered the first Child you were clicking the weapon select button instead of the attack button, I'm guessing that was just panic?
In any case I'm glad someone got to see the death screen, just not in the way I expected lol.
I also didn't realize how confusing the bug of clicking UI buttons triggering interactions in the game world could be. I know another comment mentioned talking to a corpse while trying to attack, but I didn't realize it could be confusing with the door interactions. I'll definitely be addressing that in the next update.
I also plan to replace the unopenable cabinets, they've been confusing a lot of players since they do look interactable. And they were going to be until I realized they had no interior.
I'm very happy the shark had the intended effect, it even looked like in the video you stopped for a second to ponder the awaiting horror lol.
I really should move that second locker in that area though, it doesn't have anything inside it but it's hard to see that in it's current state.
Oh and the final child encounter is able to move through the turbines because of a bug in how the A* map is formed. Basically at the start of the game every tile raycasts to surrounding tiles to see if a link can be made between them. Since the tiles with turbines on them have the raycast starting within the collider, they detect nothing. Another fix for the post-jam update.
Also just in case you're wondering, the items on the shelf in the captain's quarters are just game boxes of other games I've made as an easter egg lol.
I also plan to add more polish and actual enemies to that second level, I decided to leave enemies out because I thought they would spoil the atmosphere with their jankiness. But it does leave the level feeling empty and tedious to navigate.
Thanks again for recording video of your playthroughs, they're incredibly valuable!