you know, I really enjoyed this vibe. map design gave me strong feelings of eye divine cybermancy, and the look--and feel--totally reminded me of frozen synapse / introversion. this music definitely has promise. really though the gestalt of the whole thing--the tutorial, the menu, the maps--felt cozy in a sort of unified way.
the guns didn't have a lot of juice (which is fine) or weight, but they did feel sharp, which I liked. they also felt different enough to be reasonable as player choices, although I'm ultimately not sure how the rifle differed from the pistol?
I appreciated the removal of various standard fps inputs that were deemed unnecessary, like crouch and reload--definitely streamlined the experience. however, 'vibes management' (should be the name of a band) was something I pretty much completely ignored. reading numbers in a twitchy game is really hard, but for the most part it just didn't seem to impact my experience. similarly, I forgot that shift was an action I could take, because it never felt motivated as a choice in the game.
that being said, after playing for a bit I began to appreciate a little that this game could go in two directions, and it seems to me that your intentions for picking one of them are actually fairly well communicated. on the one hand, this could be very fast and juicy, with possession as a line of sight mechanic (that maybe triggers slomo as well) with some nice fast interpolation... this is what I thought was missing a couple minutes in. on the other hand, this could retain its slower, more thoughtful speed. it becomes a kind of tactics/puzzle/even sandbox thing, which rewards map knowledge and creative solutions. after finishing a session I realized that this is where you took the design, more so than the other thing, and I think that's cool.
e.g. the hide => Q => WASD => F interface flow for possession in the beginning felt awkward and interrupting--too long, too many choices, breaks the flow. but later on I began to appreciate it. it's more of a sandbox thing; it gives you more control, slows down play and makes you think.
in that case though, I would like to see more creative constraints on the player. when vibes did block me, it felt kind of arbitrary. I want vibes to be more of a valuable resource: something I spend to try and get past a hard part of the map. shift feels a bit one-sided as a player action: it always seems to benefit me, so why would I ever not use it? where's the risk? all of this feeds into possession, which I think fights a little as a core mechanic with shooting (which one is more important?). I enjoy possession and I think it has a lot of promise, but during play it was sort of unclear when and why I should do it.
I'm sure you took a look at driver san francisco when making this, but it seems relevant enough to bring up. they also managed this kind of dual player desire (taking control of cars vs epic driving action) in a way I recall feeling successfully awesome. might be some learnings there.
overall, great work! will be playing this again (right now).