We released this demo as early as possible so that we can change the game easier in response to feedback, there's some good thoughts here.
I'm realizing when people think of Quake movement they see movement tech like bhopping and such that's not in our game, even though we're using the math from Quake which was translated for 2D. In 2D stuff like retaining momentum with those tricks doesn't translate, so maybe that's technically a bit misleading, will think this over.
The camera-bit is a good point. We noticed a lot of starbound/terraria/etc players don't mind it but a fair amount of people also disliked the mouse-looking mechanic. I'll bring up the idea of a automated camera system where the developer decides where the camera should be positioned and zoomed per-room, in order keep the action in-frame.
Our biggest inspirations for the current speed and grabbing mechanics are games like Rain World and Space Beast Terror Fright. We want to have that "Death Tag" feeling where there's little between the monster and the player's actions, since we're trying to be a tense horror game foremost. SBTF and Rain World do a great job at putting all the stress of surviving on the player's movement and positioning skills during a chase, and we also need the movement system to be fun with the environment since the majority of these games are walking around and running (we didn't think another walking sim horror game would track as well with the idea of being chased).
We noticed the door-thing early on too. We're planning to reduce ambiguity around doors once we get art assets for them: it's on the todo list that doors must always to indicate when something dangerous is close to the other side in order to keep players informed of off-screen dangers.