I played and downloaded your game, and these are the notes I've got:
-In regards to your title theme, an issue I hear is that you've got the same backing arpeggio playing with no variation while you have a large number of dissonant chords playing on top. The idea itself isn't bad, but the way you have it mixed and arranged it produces clash that doesn't sound dissonant so much as just out of tune in general. I would recommend that your backing arpeggio matches the same intentional lack of tonality you've got going on so that it feels more integrated into the music, as opposed to fighting with it. Atonal music is tough to pull off well, but it can still sound musically coherent when done right (an atonal song I once wrote serves as my point of reference for that statement).
The control scheme could use some work. Pressing LSHIFT to run while having to use WASD to move feels really uncomfortable. I would also recommend that you allow the player to access these controls again while playing the game so that they can reference what they are, as well as allow players to bind keys as they see fit. I didn't like having to restart my game to return to the main menu to look up the controls each time I forgot something.
Another suggestion for your control scheme would be to have the mouse be context-sensitive. For example, you could make it so that clicking the mouse when a prompt comes up instead does that thing - so instead of pressing E to pick up an item, you can instead point and click to grab it. This would feel more natural than contorting your left hand to press all of the different keys required to perform actions, IMO.
I notice that the ability to fire my weapon was not consistent - I'm not sure if this is a gameplay mechanic, but if it is I didn't see any indicator or timer on the GUI that showed me how long I had to wait in between shots. I kept getting killed by enemies because I wasn't able to fire my weapon, and I'm not really sure why. I found that to be frustrating. I also wasn't a fan of the missed shots while moving. I see why you put that in, but personally I didn't find that to be an enjoyable mechanic. This is exacerbated by the high difficulty of the game starting out. Enemies feel really strong compared to the player's low power level and slow speed at the start, which made me not want to keep playing after dying multiple times.
I'm not sure what morale is supposed to do - I think it would help to explain this at the start, since it appears to be a core mechanic of your game. Same thing with the radar - I read your devlog post on it and loved the mathematical explanation of how you got it to work, but players still need to know what to do with it.
It seems odd that you can't run if your stamina bar is at 50% or below, yet you can still deplete it to 0% if you start running when it's higher than 50%.
I think having some exposition beforehand would really help the player get a sense of why they're doing what they're doing. I can see the missions in the top right-hand corner, but because there isn't an apparent story yet it doesn't get me invested in the gameplay. But your game is still early in development so I'm sure this is something that is being worked on.
The music in the first level feels really grating after a while. I can see that you're using the out-of-tune internals and chords to establish the disconcerting/tense mood of the game, but the near-complete lack of musicality and apparent song structure just make it sound more annoying than anything.
The 8-bit style graphics should have proper chiptune music to go with it. But I compose chiptunes for NES hardware, so I am very biased in the matter. ;)
--------
You've got the foundation of a solid idea here. You know your sense of art direction, and I think you're doing a good job setting the mood of the game with the direction you're taking. I like the NES-style graphics, though I did see a few sprites that could use some work (example: the spiders are the same color as the roads, which makes them really hard to discern - the roads could be made a dark shade of gray to avoid this).
But the game definitely needs work - I didn't find the current gameplay loop to be fun, but that's more due to the current lack of polish than the actual idea itself IMO. I saw that your devlog is updated fairly regularly, so I'm confident that your game will get a lot better in the near future. Keep up the hard work!