you have got to find a way to get that into the final game with sound, somehow, seriously
just a little small, not in the corridors at all, but definitely in some of the rooms with one block wide walkways with either gaps or walls surrounding them.
also, i ended up falling down pits or walking through a door right into enemies fairly often trying to get the camera to shift over to the next room; there was that post earlier about adjusting the camera mode so it followed your character more than it locked onto the rooms, but i couldn't quite figure out how to work that in the options. maybe it was a button right in front of my face and i missed it, i'm not sure.
That would be a great easter egg for sure.
The option wasn't in the menu, also the option was to go for an even more land locked camera than the current one lol so I don't think that'd help.
I know that camera work can be super duper complex, but perhaps you could have the camera position while moving between rooms be 50% the position that you have it at right now and 50% a position centered on the player. That way there's consistent motion between rooms, but also the effect you have already.
Camera is super complex but it's worth spending time on, I'm going to try and make it brown townog like you said so there's no snapping or motion just smooth movement using your player as a basis.
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Started redoing the transition gui, made good progress overall. It's all in game now no longer a menu, which allows for some hilarious stuff to happen in transitions. I can only imagine the bugs and stuff we're going to find lol.

I just need to figure out how to combat that ghosting hitch at the start, the ui was used to mask that loading before. Now that it's in game I need to think of something else.