Pretty good concept! The first time I played the seeing eye seemed to glitch and it just stayed in place. As a result I didn't know what it did until I accidentally walked into it on one of the camera's. I liked the idea a lot and its a unique take for a second-person madness having something watching the cameras that you can see and control yourself through. You could have changed the control scheme to match the camera's angle, but honestly I think how it was done worked fine.
I played through and got all 3 endings (unless there is a secret fourth?). It took about 15 minutes in total. The interaction system seemed almost entirely pointless except for obtaining the third ending. I tried to interact with about everything I could, but I never came across any hidden notes or items. So, that would have been a nice touch to maybe have to search for keycards or something to get the third ending. Like Jackb said the reflections on the graphics were a bit much at times. It would definitely be helpful to try to reduce that somewhat if possible. The reflections don't add all that much and seem overly costly for the performance. Another issue that was mildly annoying is the camera's springarm kept interacting with every element from the environment. For some cubicles, I would wonder if it would be better to just leave collision between the springarm and smaller environment pieces off. But that is a small QOF change.
I can tell everyone put a lot of effort into this project and it really shows.