Seemed meh at first glance, but there are some nice dynamics going on. You should consider scaling the rooms way down so that the situations are more likely to happen and it's more intense without much walking. That way you wouldn't have to speed the game up, so it can stay being more like a combat puzzle.
I kinda like the secondary fire triggered by other shots, but it's not really something you would use unless there would be a hitscan primary. Maybe I'm using it wrong?
Level transitions are atrocious. Locking movement breaks immersion, and the shifting camera doesn't have anything to do with the location player will start next. There's also a delay before transition that could be minimized. Simple fade to black would be better.
Nice benbo quest reference, but I don't understand.