Well done, there's a lot going on in this, and you definitely captured the spirit of the cover! You did ask for feedback:
- I got the same issue as others, the direction you're facing would be deflected, particularly around room edges or the large silver containers
- I kept dropping into the edges of the rooms. Whilst asthetically nice, I'd leave the colliders flat so they don't distract from gameplay
- I had the open hatch prompt appear a bit randomly, I think when I was near other objects like the medikit or a dropped power cell
- could only turn left or right a certain distance at times. It was really noticeable when I started and was in the lift, but when I left it it seemed to get better. Feels like it's the mouse tracking against the desktop position and reaching the edges so it's no longer reporting any change of position, so maybe it's that you should be using a relative measure for tracking?
- Some textures on walls/floors might be nice. It gets a bit surreal and floaty in the corridors and bigger rooms
Beyond the jam, you should consider helping the user a bit, like showing that you're doing damage to the guards, or being hurt yourself. Some indicators of direction might also help, as with it being a roguelike and limited bullets, it's hard to search a large level. As a result I stopped at level 2 because it became very daunting, though maybe that's what you go for with a roguelike. Sound would also be a strong addition, I don't know whether you're meant to be creeping about stealthily or going guns blazing, and particularly difficult is when the guards creep up on you, and the first you know of it is from their stormtrooper aimed blasting on a wall in front of you!