Thank you for your kind words! The camera wasn't intentional, per se - it was more of an oversight, and by the time I realised how much of a problem it was, there wasn't enough time to properly fix it. I tried simply adding a raycast that would prevent any geometry from getting between the camera and the player, but the results were pretty janky.
And yes, story - and, indeed, gameplay - were a bit light on this one. That's the result of focusing too much on learning new things in 3D, but nonetheless, I'm really happy to have learned what I did. Thanks for playing!