Yo dood.
Since you asked for my help thru pm here's some thoughts and an edit.
Some forewarning, I don't know anything about architecture construction.
And I have very little experience doing tile work.
There isn't a lot of visual control or flow.
The level of rendering feels very even across all areas.
You have pixels almost EVERYWHERE asking for my eyeballs attention.
The widespread high contrast also adds to that.
Unimportant parts of the house are very prominent and don't help me understand where to go or what to do.
My brain is weird, but I feel like I'm looking at something like this:
http://www.bocamuseum.org/clientuploads/EXHIBITION_IMAGES/EscherConvex_and_ConcaveLR.jpgI cant really make sense of the house as a whole.
I have a really hard time connecting with your house on a human level.
Someone lives there I guess, but it doesn't really feel like it.
The context of a game will drive me to go in every house in search of people to talk to or quest etc.
However, try to use the art to draw the player to the house visually as well as functionally.
The house also needs to be within an environment.
I've drawn some small things around the house to hint at a setting.
Don't get too caught up in creating objects all by themselves.
Build up the structure and mood of the area together.
My edit is pretty sloppy but might give you some ideas.
Try giving some more attention to appeal and composition rather than just building a house.
And also do what you think is best, even if it goes against some or all of what I've said.