The art direction is awesome(UI, character, enemies, blood splatter)
The procedural animation on the bugs looks very good
I imagine the map art and layout is temp so I won't comment on that
I think the circle of light around the character should be softer, it feels weird having the same intensity as your vision cone. I think the distinction would give a different feel.
The combat feels way different from teleglitch, slower, anxiety inducing. much less room for error. you're slower than anything the game has as far as I could tell which leans into horror but also is a bit of a problem with the current tuning of enemy AI, positioning, they easily swarmed me on level 3.
I don't like how much the basic bug sways from side to side, makes it too easy to miss it. It seemed impossible or too risky to try to melee it, its hitbox almost always damaged me before I was able to land the killing blow, even if I softened it up with 2 shots before.
The stamina management seems borderline pointless with how weak of a boost it gives(still can't outrun enemies) and how long it takes to recover, but at least I think it would be more fun if it recovered at a faster rate than it depletes.
I think its a neat concept that has promise but the combat balance was off in favor of the bugs. their archetypes are unique though which is good for variety.