Perusing the example walkthrough, there does seem to be an element of how it runs which others have pointed out that isn't showing up for the native hardware/not running from browser/potential incongruities from different browsers.
A fair self criticism is not jumping enough/at all, and that definitely would help with avoiding crossfire. the lag at least in this player's experience whilst moving, leading to delayed reaction or precision, added to the fact that the aiming reticle/aim seems to lag *when moving* makes run and gun more difficult/less accurate.
it almost seems based on the walkthrough that enemies have a notable delay in when they were firing when that playthrough was done compared to this player's experience (as soon as crossing into their plane they were already firing from the hip as soon as entering the main hallway after getting the tape gun), and that's obviously going to affect game feel (if there feels like more pressure and advantage to play aggressive because you have the element of surprise.
unconfirmed, but potential issue where rapid fire (as most players may instinctively do to try and take enemies down quickly, is not registering all hits, because it frequently takes a full mag dump of slime center of mass to encase to the second highest level/even then it is hit and miss (so usually requiring head shot, head shot, reload, dump). tape has an edge, but even then feels like it requires a full dump per enemy to chance immobilizing them
this player will retry on chrome to see if it improves