My feedback is two part,
one, the shooting was fun! The fact that the enemies would change, go through this randomized evolution as you tried to get rid of them was a fun twist on the usual shoot and kill approach of many other games.
two, getting FPS platforming right is a difficult one, if you search for “First Person Platformer” on google, you’ll find quite the number of game design reddit threads that heavily discourage creating such a project suggesting that the most viable way of doing so is to make the platforming feel more like exploration rather than precision tasks. This is essentially the Achilles heel of both the concept and this project imo, as the player can’t always see either their feet, the edge of the platform or in the worst case scenario, both. This makes knowing what’s going on vey difficult. A transition to a TPS would greatly improve the difficulty. I’m speaking from experience as I had spent a year making “Blind Faith” which is a… you guessed it, magical First person platformer in which every time I had people playtest it they’d even miss the easiest platformer. This was a recurring problem.
In all honesty I really enjoyed the “shooter” part of the project! Getting the bow string strength just right whilst aiming and moving about felt like a good combo that underlined the fun gamefeel :) Let me know if you plan on continuing the development of the project and i’ll gladly playtest it.