Very interesting! Played through once with KBM and once with Gamepad, definitely see why Gamepad recommended for fine adjustments to player positioning.
I like the union of movement and shooting. I like the feeling of trying to strafe to maintain constant forward fire while dodging sideways.
I enjoyed the art and music and sound effects, and the credits page is cute
It seems buggy that projectiles (mine & theirs) go through enemy objects
On killing certain enemies, the camera jerks upwards as the enemy vanishes before the camera unlocks, which I was not very fond of when it happened more than a few times
In most cases the lock-on was very good and I enjoyed the focus feeling of the aspect change, but sometimes the FOV toggled too often and the constant snappiness was a bit annoying.
I do not always like when the eye opens facing me on beginning to fire. It looks fantastic in the tutorial, or for an advertisement/trailer, but I do not like that toggling the eye closed/open adjusts my precious aiming position and requires me to move a full 180 forward or backward or do some side-squaggles to return my aim back towards the enemy. .......... Is the ideal strategy to look "away" from an enemy so that on firing the eyeball will look right at them? I never tried that.
I really like how the camera tilts, it feels very odd, and fitting, and a bit gross in a good (and expectable) way.
It would be ideal if damage targets used as "switches" and "grapples" had a different model. Speaking of eye-snapping-towards camera, grappling would be a good time to always have the eyeball look at the camera, since I don't need to aim and shoot at anything. It would also be cool if the reverse side of the eyeball (currently a small circular stump which is very useful for aiming the eye forward) were a dangling nerve-ending rope sort of thing, and this nerve-ending would also be a perfect excuse for why the eyeball can grapple onto things.
Showing player + enemy HP might be good, but maybe that's just nitpicking. Eyes squinting smaller (and bullet-enabled area reducing) as HP drops to 0 might be interesting.
It was nice that enemies remembered their lowered HP when I died
Has the common camera bug of being able to move camera into walls and look out of them, didn't really bother me