Great work! Because I was paying such close attention to the description of the design upfront, it makes me wonder if I would have known how to play had I not heard it explained. Anything you'd have to explain to someone in-person needs to be in the game's tutorial/prompts/tips, so remember to put those in if you continue development on this. The concept is interesting enough, but I think as a player I'd be looking for a reason to test myself to see just how far in the game I could get - losing wave 5 didn't feel any different than losing on wave 1, which makes me want to have a reason for feeling bad on wave 5, a motivation to make me try to be the best in the world. Unlock currency might do this, or a leaderboard.
Visually speaking, I think I was trying to look closer at my target, and I think it should show you your target before you even begin (at least on wave 1). It'd be nice to have some way to examine an enemy by either lighting them up and increasing their size, or giving some kind of "card" I could look at that shows the enemy. With the way it is now it was difficult to know zoom-wise.
I think my favorite surprising moment was when Prime went around the corner and I lost him. I hadn't thought the darkness was going to be that condusive to this design, but alas!
It was hard to see my character's details. Perhaps if the characters cheered when they killed and/or rolled out into their mission, I'd feel more connected to who I was.
Sausages don't really translate in the dark. I think if Prime is going to hit you with a sausage, he should shoot a stream of 100 of them right into you for an extended period of time to really drive home your loss. This would show his sheer prowess and humiliate you into wanting to get him back. He should also maybe start by taunting the player.
Really good work, surprising to see how much could come together in such a short time. My wife really enjoyed this game as well.