Absolutely loved this! So much potential. The mapping of the environments and surreal atmosphere were just fantastic, and felt non-linear even though progression is actually fairly straightforward. Your approach to the "uncanny" concept worked perfectly. Believe it or not, I enjoyed the architecture and layout of this mall more than the one in Silent Hill 3. They're obviously very different, but for me at least, that's high praise! Obviously the puzzling and item hunting were minimal, given the scope of the project, but even those aspects show a lot of potential and seemed very natural. The enemy concept, though again fairly minimal, is really creative. I'm sure I missed a few things, but I'll probably play it again sometime.
I loved the feel of the controls, and I hope you consider doing more with this third person fixed camera/tank controls scheme, because it played very smoothly and I'm always looking for more games in that vein but with their own unique style. It's a dream of mine to learn UE and make something like that; this is one of the best and most ambitious experiments in that realm I've seen in a long time.
The camera angle triggers got a little wonky here and there, but I did manage to push the blocks correctly the first time, which was cool. Someone else said the enemy balance could be improved, and I suppose that's true. The inventory screen was a little confusing, but I quickly figured out what to do with it anyway. It also took me a minute to figure out I had a flashlight and that I could manually reload. For what the game is, though, these criticisms aren't a big deal. Really cannot wait to see whatever you do next!