Awesome concept, and implemented fairly well I’d say! Definitely a bit trippy to play, and got a bit dizzying after awhile (I must admit that I cut my losses once I was first sighted by another person, as once they found me I just couldn’t orient quickly enough to know where even to go).
Something that is tough about this kind of game is mixing in a typical first person camera controller, plus with a rather sensitive default, I found it was tough to gauge how much I was turning (as others said, suddenly looking at the ceiling or not being able to anchor). I do wonder if restricting to cardinal directions would help ease the burden and make it a bit less frustrating, without taking away the core mechanics. Another idea could be that you have something like persistent dots that are always visible in the peripherals sort of like an environment map that is overlay in front instead of behind the scene. With something like that, you would always tell how much your view is moving without constantly giving away the geometry of the scene. Just an idea!