The ability to pan the camera up and down to see ahead does not fix the issue of leap of faiths, it just adds waiting and frustration. Instead, design levels and cameras so that the path ahead is framed well enough at a tiny glance.
I think this is a good example when competent AI is often bad AI. the enemies seemed to have been designed to be really good at killing the player, rather than improving the players experience. I thought the mouse was particularly frustrating, I recommend dumbing it up a bit. I would also add more anticipation animations to better broadcast when enemies are about to do something. it also looks cleaner
I felt there were a lot of long stretches that force me to keep moving toward enemies that needed to be in a specific point in their cycle for me to have any chance of survival. most notably the part where you introduce the up arrow.
Other than that the graphics are good and the level design is actually pretty engaging, when things are really nicely done the flaws tend to stick out like sore thumbs, which is why I'm probably being overly critical. I just feel like it's really close to being an exceptional game.
Edit: Holy hell, is this a jam game? it's very impressive. not sure how it fits the theme but would love to see this fleshed out.