Hey! Thanks for checking out the game. The camera shift on the thermal vision was an artifact of how it was rendered. Godot doesn't give you a ton of control over the render pipeline so our graphics guy always needs to do some crazy magic to achieve our crazy ideas. In hind sight I think if the pipes went through to the next room where the door was it would be easier to follow the pipes through to the next room. We went back and forth about being able to see the enemies with the thermal vision. It makes logical sense but we didn't want people to just play with the heat vision on the whole time. This lead us to decide that the "downside" of the thermal vision was you couldn't see everything. (You couldn't even see the player character in the early days). We wanted to make some enemies show up with the thermal vision as part of their mechanic but ran out of time.
The Chase enemies don't do damage until they blast steam out. The block should work against them (though it is a bit directional). If you didn't associate the damage dealing with the steam puff then I could see how it would feel more random.
We tend toward doing some kind of random generation in our game jam games. It can work well with the time constraints in giving a bit more replay value to things and is also kind of fun to try. This time we used a generation method that allowed for the lock and key stuff to generate in a solvable way. I just wish we had more time to build some more room types to spice the game up more.
Again thanks for playing!