That was certainly not the ending I expected.
So, I have several recommendations to improve the game, mostly stuff that shouldn't be too hard to change, at least with my knowledge working in Godot.
The simplest is to make the hit marker change for headshots and kill-shots to make it more satisfying and give the player more information. Could even be as simple as making it read for those.
Second, the AI could definitely use some improvements as they tend to just rush the player which leads to simple run-and-gun gameplay. I think this could be improved by giving certain types of predefined cover (sandbags, stone walls, vehicles, etc.) positions where they could take cover if they are nearby. This could also allow you to make more interesting map-design by forcing the player to consider positions where the enemy is taking cover, or even machinegun nests (if you were to use this system to add those) when approaching.
For UI design, I really think you need some sort of compass or arrow on the top of the screen to show the direction to go. While the current system technically works, it doesn't feel quite right. Also, I recommend adding some basic text for the loading screens to say that it what is happening.
Lastly, and probably not so easy, I feel that the story and the cutscenes could be done better. I understand the message of the game and think it can be done well, but it only really seems to be explained at all in the final mission. I really think you need to give a more concrete reason for why the main character would be targeted. Maybe they found evidence of war crimes in the village and called their captain to try to report them, resulting in the captain going to Levy who orders him to silence you. Also, while I understand the current method of doing the cutscenes (i.e. images and some text) is done likely because alternatives would be far more costly, I really think it would be worthwhile to explore using scripted events instead or at least adding voice-overs for the text.

























