Very cool game, the enemy designs are very nice, the eerie and surreal atmosphere is also on point (seems like I was thrown straight in a "Courage the Cowardly Dog" episode), and the premise is also funny, with a nice theme interpretation too.
I am not very good at FPS (I am not good at all actually), so I didn't make it to the boss, but I can still provide some general feedback:
- Camera sensitivity may be too high (in the HTML build, it was very high, in the exe build it was not), which means you made it frame rate dependant (not using deltaTime properly); I also noticed you mentioned a camera sensitivity option in other comments, which by the way is only present in the in-game menu, not in the main menu "options" screen, which only has an option to adjust the volume (I don't think this was intentional);
- If you run inside your house while enemies are following and go next to the window that leads to the outside of the arena boundaries, you can go out of bounds on the map (out of the fence), I attached a cool image of me walking onto the mountains in the background;
- When trying to unzip the downloaded file (on windows) I got a "paths are too long" error: that's because you have a zip file named "That time a demonic tree grew in my garden and now I sell smoothies - Windows" inside of which another folder with the same name is present, inside of which a folder named "That time a demonic tree grew in my garden and now I sell smoothies_Data" is also present (generated by Unity for your game build): this obviously leads to very long file names in the extracted path, and Windows has a 260 characters limit (560 bytes for the UTF-16 characters of the Windows file system) by default (unless you mess with the MAX_PATH registry value, which is something players who will download your game probably wouldn't even know about); changing the name of the destination folder for the unzipped files to a shorter one (while unzipping) solved the problem for me, which means you are really close to the 260 characters limit with your current files, but you'd probably want to rename the folders of your download files to avoid problems with your players;
- Lastly, connected to the fact that I was able to go out of bounds, and that the game may be laggy (especially in its the HTML version), I found out that the mountains in the distance, around your farm, are not only actual very detailed 3D models, but walkable too (which means colliders were also calculated for those): this obviously means that the game needs to render all of the vertices of the 3D geometry around the arena plus the collider data when you play, and this obviously leads to performance degradation: since the mountains are far away, the player doesn't need to see them in such high details, you can probably replace them with a skybox around your house and not notice the difference visually, but instead notice a big FPS improvement.
Overall, the game has a nice concept, a funny premise and an enjoyable gameplay (for FPS fans of course, even though I'm not one of them), so I hope you'll continue polishing and improving the game, as it is very well done, good job to the team!