Cool concept, I Think the overall vibes and direction of this entry check out. The environments themselves look neat and I think the indicators of detection are clear. I wish there was a choice where I could sprint or move a little faster through a level. Adding an additional indicator when you are able to climb the rope or to assassinate a target could help with giving feedback to the player. Also, making that area wider so it's easier to attach to it. An additional rope climb animation would also help distinguish when you are climbing.
I think the hardest part about stealth games is the level design. First few levels I think wer pretty good. You have some obvious routes you need to take along the boxes while avoiding enemies. Then there was a level (4?) where you needed to cross some beams up top. As the player you can't see the gap in the beam when crossing so you just fall unexpectedly. This was frustrating as there was no way to know. So a little cleanup in on where gaps are visually within your environments can go a long way.
Overall I think the idea was clear, and it's headed in the right direction. Just more time spent on the core controller and player UX will really help.
Good job!