Thanks all, your feedback is really helpful and much appreciated!
The camera angle and light level obscuring the environment is definitely something we noticed, but we obviously got a little too used to it. It's useful to hear that it makes finding your way around difficult. We'll experiment with either hiding the front facing walls when you're near them, or having a character outline show through. I'm a little more in favor of having some interesting wall cutout effect happening, to show the player. Items may need some sort of extra effect to be able to see them better.
Unfortunately, the AI is something I struggled with towards the end of the jam. More specifically, the problem lies with the pathfinding and the way I'm integrating the character controllers with Unity's navmesh (as well as having the navmesh get dynamically generated once rooms are randomly laid out). This is not something I've had a lot of experience with, so there are still plenty of problems. On the plus side, they present a fun challenge to solve. My takeaway here is that I shouldn't have left solving these problems to the last few hours of the jam, when my brain was a gibbering mess :P
Anyway, thanks for your continued feedback everyone - keep it coming!
@fangzhangmnm The lighting magic is mostly Unity's. We set our camera to a deferred rendering pass, use the realtime setting and soft shadows on lights, and mark house objects as static. If I recall, I also used a darker skybox and set the ambient light level low, as well as a very low light directional light. Most of it is trial and error, as my understanding of lighting in computer graphics is pretty basic. The main camera also has a bunch of Unity's camera effects, like tilt shift, antialiasing, and screen based ambient occlusion.