Lovely work Michaela!!
The perspective of the room is great, and I've got nothing to add in that regard - you nailed it!
I've got two little nitpicks intended to take you further in your drawing, which I've taken from observing people's art. Drawing rooms in perspective like these is especially common in the videogame asset industry. Take a look at some FZD stuff for truly inspirational work! There are a few key things you can grab from those concepts in turn and bring your room drawing to another level.
1 - Architecture & design. Stuff like the trim around the base of a wall, the intricate window-sills, bracing, and their placement. The frame around a door. The type, size, and thickness of window-panes. The ornate carvings on the legs of a chair. These are the details that truly bring your piece to a new level, and introduce storytelling to the piece. I really love the desk you put in there, and just like that - you can do the same extra research for everything! Check out references for every single bit you put in there.
2 - Draftsmanship. It's a good thing that you've got a varying line thickness for the planks of the floor vs. their texture - you could make the wood texture lines even thinner or lighter and it would likely read even better as texture. This sort of stuff is often left for the rendering afterwards, as it is very time consuming to draw the texture of wood in a piece depicting an entire room. Not every line has to be there, either! You can, for example, omit the lines on plane changes facing us, or vary their thickness.
Something like this
Experiment with a lot of draftsmanship concepts (line weights, line hierarchy, omitted lines, cross-contours, etc., and combined with shape language, architecture and design, and perspective? you'll be unstoppable.
Hope to see some more from you, this is truly top notch work so far.