Not only is he a bad doctor, but he's terrible at making a plan.
I liked it, and it felt like a precursor game to something bigger.
I just played through it and have a video coming out on it tomorrow, but wanted to include some suggestions before they leave my mind.
1) The file size. 4GB seems huge for a demo of this size and it might be because you're packaging not only the game levels, but also the asset demostration levels. I'd suggest removing the levels that come included in your assets (filter for Levels in the UE content browser and remove any that aren't specifically your game related) to prevent unneeded assets from being packaged.
2) The sound attenuation feels off, look into setting up attentuation so that sound sourcess behind the player or in front of them actually sound like they're coming from that direction.
3) When reading notes the player character continues moving in the direction they were last in. Either include a stop all movement immediately node during the widget creation, or a simple "Pause Game" with a check when the widget loads and a "Pause Game" unchecked for when the widget deconstructs.
Looking forward to showing the game off, the scares were solid and the premise seems like it could be pretty fun.
Thanks so much for the gameplay video! So happy you had fun with the various items, and I'm surprised the AI got stuck on the doorway there. The phone actually slows the rate of teething, while the ice pop gives relief but will increase the rate of teething after 15 seconds. The two almost balance each other out.
Once the teething level is 100, there's no stopping the rampage that a 1 year old will have, and he actually runs faster than the baby in game when he wants to bite us.