PROS:
- I like the cover art and the visuals in-game weren't bad either.
- Controls did seem responsive, though the camera a little too responsive (playing in windowed mode)
- It was pretty easy to read whether or not an enemy had line of sight to me and whether or not I could shoot him.
CRITIQUE:
- You mention wanting to improve the AI for the bots, but I'd focus a lot more on your core experience with the controls (camera specifically)
- Camera movement is smooth, but breaks the immergence when I easily float through walls. If I'm floating above the height of the walls then I get the suspension of disbelief as I do with a Diablo game since I can obviously see that walls are not something the camera will travel through.
- It's very easy to over-rotate the camera and lose sight of the entire map, let alone your player character or potential targets. You should play with putting limits on the available rotation of the camera so that players are "saved from themselves" over-rotating the camera in the middle of a combat scenario.
- The camera doesn't seem to have any rules associated with relative position to the player, but the experience seems to be based on guiding the player through the level. I'd experiment with ways to keep the camera near the player at least so that you don't end up flying off and getting lost away from the thing that's supposed to represent you.
- Partially an issue spurred from the extremely free camera movement, but enemy spawns just pop in from nowhere. Especially with a lot of corners in the office building environment you have right now it would really help the mood of the experience and give players time to react if enemies spawned in from out of sight and then came around corners to engage the player once they were already spawned.