The core mechanics seem promising and I think a really good game can come out of it once some of the problems are addressed.
The player jumps/lands as if they were very light but walks and changes direction as if they were very heavy. Maybe adding some kind of fast-fall option in the air would make the movement feel a bit smoother while still letting the player fall slowly enough to use the world rotation in midair.
I feel like ground acceleration should be improved. Turning around should be a little faster if not instant.
minor nitpicks
- Its a bit odd that holding a/d to move against a wall while falling causes the player to fall much slower. Not sure if that's intentional.
- After dying to the first laser, starting from last checkpoint just temporarily flashes the game world and pulls open the menu again (maybe no one has ever managed to die that quickly before)
- Navigating options in the menu seems to have a delay before another arrow key can be processed (presumably to prevent holding the button making the player instantly move to the end of the options list) This delay should be ignored if the player presses and then releases the button.
- I think the player should be able to fast-forward through dialog from events the same way they can do so in the intro sequence.
- It would be really nice to be able to change keybinds. Pressing b/g on the fly can be cumbersome
- The player's gun projectiles blend in with the background. Maybe make them darker?
Grammar nazi stuff (ignore this if you don't care about grammar)
- There's a lot of text in the game and I think it could use a little more proofreading
- I'm not sure what happened, but most of the systems I can check or access from the command bridge
isare* offline." - "I was attacked by the guard drones before you found me, so I think that is already
behappening. " - "Ah there's one near
toyou right now still active,* but I can't command it."