From my perspective:
1. Concept viability as a game (1-10)
7/10 if executed correctly (just a rough estimate based on belly feeling) Think if there is enough variation and some "zones of rest" in between escaping and enough difficult manovers and "surprises" it could work quite well - most difficult thing is combat "repetiveness" since you do the same kind of action over and over again
2. Playability as a prototype (1-10)
Prototyp 2/10 ... that the instructions change when you miss one is fine... that they drive you into "blocked" areas didn't feel great at all ... also i didn't feel that i really could "escape or do something against bullets"
3. Fun (1-10)
hard to tell if executed well think fun could be an 8 out of ten maybe even higher
What would I focus on to enhance the prototype?
- give the player a way to actively or indiretly avoid bullets
- make sure that the voicd "don't lead you to wrong areas" (i would like situations where i won't listen to the voice... because there is a greater "thread" and then take another route")