Hello RvD!
DaVinci disorder? I'd love to have some of that man's "disorder"

I normally don't do this but since you asked me twice to review your demo here you:
I guess its best to start at the beginning.
the game starts with a little scripted dialogue sequence between what I assumed are the players friends or parents dropping him off/hanging around a party at what I assume is an attempt to simulate a nightclub. This has already given me false hope in this project which left without a trace right away.
I have played a lot of indie titles through the years, some from kids in their early teens but I think that this is the most incoherent so far.
The first map starts tolerable with some houses that don't match placed around to simulate a city. I saw some of Bugsy and my old store fronts used as single elements on a map, without some kinda structure to back them up which looked really weird but hey, first attempts should not be judged too harshly right? Its just that the rest of the map does not make much more sense.
Best way to describe the first level is that it looks like the kind of map you throw together to quickly test a few items. How this whole thing was deemed passable in a WYSIWYG editor is beyond me: You will encounter randomly placed decals, flying holographic signs alongside a chainlink fence, barrels and boxes and a table with some meatrolls on them.
As there are several NPC's, often repeating and skeletons in gasmasks (which might supposed to be people in a costume, which does not work because they have skeletal legs.) There is also a military guy which I think should be a security guard.
Some of the NPC's awkwardly follow me around as I have no clue what I am supposed to do at that party. Sounds are cutting in and out as I run across a cellshaded door. This is not the only cartoon style element in these designs, mind you, but since nothing matches together, why not use the toon models too?

Here I get a prompt that I have to "kill 14 more people". Well...charming!
I quickly found a knife behind some boxes where a painting tells me to murder everyone. Which I then do because the game gives me neither context, reason or anything else to do so mass murder it is.
After everyone has been knifed, I can open the door where what I assume should be the police gun me down. I then awaken in a cave with some terribly placed items and corpses scattered around. At this point I can only assume that this is your usual afterlife horror-story but the supposed "real world" level already looked more like a terrible nightmare to me. At least for a level designer.
My assumption is that the current level is a cave because there is a ceiling in solid yellow which I assume is the underside of some rock model. As the other rocks models are placed equally senseless its a save bet. I have kept playing, trying to find some interesting ideas but the game gets extremely boring at this point. I managed to get to the room with the carpets and the flying portraits where I fought some soldiers... before that I fought some zombies. Eh!

I have quit playing after getting a rocket to the face from an enemy behind another cellshaded door. I'm sorry but this is just not worth my time at the current state.
The most interesting thing about this game to me is the thought process. If you where a kid I'd understand but you're almost an adult now. How could you think this gameplay would be interesting to another human being? Let alone someone outside of the GG community. What part of you made you think that these levels would be the least bit passable the way that they are? What part of this should be scary other than the item placement?
If you where going for some extravagant "weird" horror look àla Dario Argento you might want to gather some experience first. "Weird, psychotic, colourful" horror games need you to know what you are doing, if not it will end up like this: A bunch of stuff from other artists (a large portion of that being stuff from me, which I appreciate, but still) thrown in a map. Seemingly by random chance.
If there is no way for you to adjust, create your own assets and you don't know how to set up some gameplay other than roam around and search for a key you might want to invest the time in learning how to do so. Otherwise you can also look at what assets you have and which ones work together and then build a game around those.
Maybe you find someone who sees something in this that I don't but for me, I really can't see how this is something you'd want to share at this point in development.
I hope my review didn't get you in a bad mood, but you asked me my opinion, here it is.
My advice to you that you can heed if you like would be to start with a small 3 Level project to gather experience. Something short that really works. A simple shooter if you want to. You shouldn't just go inexperienced into making a surreal horror game.
-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"