I'm out here carvin' up demons like they're hot honey hams. Feels good!
The risk/reward concept of going berserk is a pretty good idea. I think I would have just liked a goal to reach (whether that's a point goal or a destination goal) to put that concept into context that would force me to weigh my options. Add enemy types with different AI, maybe a limited camouflage timer and you could really go places with this idea!
You go from scared and hiding to overpower and destructive right back to scared and hiding again. There's a loooot of potential there, just sayin'. Anyway, great work and thanks for sharing!