this is the most thorough feedback ive ever gotten so first thank you soo much! you have so many great points.
if i come back to this project i will surely fix all the jerkiness of the camera when it comes to the targeting system especially when you kill an enemy and it spazzes out swapping to the orbital camera, that would definitely be my #1 priority.
i was very excited when i got the camera tilting to work im glad it seems to work
my reasoning for the eye auto reseting position on target was so if someone was really struggling with adjusting the rotation it could kind of give them a shortcut to just have to retoggle and then move forward one rotation to have a consistently reproduceable way to aim, so i wasnt even considering how annoying it would be if you lined up your aim before toggling and then it just fully messes it up.
i think the switches having a different model is a good idea, like if certain types of eyes could hint at different mechanics.
i like the grapple idea and the dangling nerve, i actually was considering having the nerve feel like this dangling tail but i was concerned that it would look too much like it should affect the mesh geometry and not feel like you could roll as a perfect sphere, but maybe if its subtle and doesnt affect the silhouette too much it would look good.
id like to show the player + enemy hp i think i would try to do it in a more diagetic way tho to preserve the horror aspect like have the eyes getting redder = less health or pupil size telling you some information.
enemies not resetting after death wasnt really even a design decision i even considered I just didnt have time to get that system up but im glad that you and other people like how it makes the game more forgiving. personally i wouldnt have considered it, i probably would have leaned into a less forgiving system to make the player feel less powerful to increase the horror vibes.
hopefully i can get back to this project sometime, ill definitely be using this comment as a resource
Cheers !