I did scan as many things as I could, although I don't remember ever scanning the powered door, and I don't know why. Ignore what I said about the exit lmao.
I also did try to scan the dead body of one of the enemies, but I remember it not doing anything, although I could have just been dumb again. It's a cool easter egg, but I doubt you would ever see that during normal gameplay. Random mechanics that aren't super tied into gameplay have a chance to be forgotten. There are a lot of ways you could remind the player, but a journal with a" #/# pages collected" could encourage more people to scan things because of completionism and curiosity. It gives them the idea of scanning as many things as possible, assuming the journal was something they were looking at often. Well, that's what would be intended, not sure if it would actually work. ( ._.)
Don't worry too much about art; you kept things readable and consistent, which is all you really need to do. Rot n Grind was a little hard to look at with all the noise in the textures and the poor contrast between things, so it's clear you've gotten a lot better in terms of visual design. btw, using a reference by just looking up random games or keywords like "UI for game dev" is what let me learn, so always give that a try.
The high damage might make sense if there were clear weak spots, like a hard to shoot segment on the snake or smthn, but it did feel slightly anticlimactic when, after killing one goose after 30 bullets, the next one goes down in like 3. An unexpected thing, though, was that it made fights against multiple geese feel a lot better(?). It made fights harder when taking on multiple enemies, but not overwhelmingly difficult. It's rng based so I don't want to give it too much credit, but it was something that was interesting. Enemy and combat design are topics waaay to big for me to even try to talk like I know anything about them, so take this with an atom of soduim.