I really liked the game's aesthetic right from the main menu. That eye following the mouse cursor was genuinely creepy, haha. It immediately created the feeling of being constantly watched, which fits the game's premise perfectly.
The gameplay is simple but very effective, and it becomes reasonably varied throughout the experience, which is a great way to avoid monotony. That said, I think it could be a bit clearer what can actually damage the player and what is harmless. At one point, I touched the eye when it appeared and died because I assumed it was part of the environment rather than an enemy.
Speaking of dying, I think the game would feel more dynamic if there were a lives system. Even just two lives would probably be enough. The one-hit death mechanic can feel a bit punishing at times, especially in situations like the one I mentioned, where it's not immediately obvious what's dangerous and what isn't.
The atmosphere felt genuinely oppressive in the best way possible. It was very cohesive and worked perfectly with the game's overall concept. I also thought the sound effects complemented the rest of the experience really well, helping create a strong visual and audio identity.
I was curious to see what the boss would be like and how it would mirror the player's movements, and I have to admit that the way you implemented it was a very pleasant surprise. I'd say it's one of the most creative interpretations of the "you are the boss" theme that I've seen so far.
This is a great game. You managed to create something with a real identity of its own. Congratulations on the game, and I wish you the best of luck in the jam!