Cool promo image! It caught my eye and made me want to replay the game immediately.
I played two runs until my untimely death. There were a couple of bugs, but nothing terrible. I'll try to review things as they were presented.
I started off and got an SMG early on. The purple cave map feels a lot more constricted than before, but it wasn't too bad. I just held a corner and pressed left click until there weren't any more demons coming at me. Some got stuck between a rock object and the cave wall, so I needed to hunt them down. I saw a weapon that was almost entirely covered up by the cave walls, only a tiny bit was sticking out . Might need a bigger effect to show players that a gun is on the ground and nearby. If I wasn't attentive, I'da missed it. It was a nice shotgun, but the SMG felt better.
Before I finished the level, I felt as if the music wasn't matching the game at all. It was a very suspenseful track that played while I was singlehandedly depopulating hordes of baddies. I just ended up playing some of my own music. Playing high bpm rave music actually fit the game better and made it more fun to mow stuff down. While that seems to be the fad as of late (reminds me I guess of Ultrakill and other fast paced shooters with music that has very high BPM), it works well for this game. Perhaps that's something to look into? I'm sure there's some royalty free stuff out there.
Anyway, I leveled up. Clicked the level up button, chose my upgrade, then it brought me back to the same screen giving me the option (greyed out, though) to level up or proceed. I feel as if this is redundant - I leveled up already! After leveling up, I should be immediately sent to the next level instead of confirming whether or not I want to proceed.
The map screen is fun as well, but the symbols aren't obvious or explained. I just picked a triangle and kept going.
Onto level 2, a red level. The layout feels harder since I can't funnel all the enemies, but it wasn't too bad. At some point I just stopped moving and held down left click without any problems, then the level ended. Some purple enemies seen to have pathfinding issues if I'm behind a wall? They just sortof stand there, and will mimic my movements a bit if I'm moving around behind the wall. Shot them anyway, no issue there. I also picked up two different grenade launchers. A normal grenade launcher, works as intended, and a Little Friend (or something like that) gun. Big grenade, short range. I liked that one, felt more unique. Blew my own health away quickly, though.
Next up, a purple cave level. I was very quickly surrounded, since it felt like there were a lot more enemies than the level was intended for. Didn't have a lot of movement options, since all the tunnels around me were basically filled up from the start. Died there.
The 'Sh' enemies were fun, spawning some small boys. Felt a bit too bullet spongy though. It might be a good opportunity to introduce a high proiority target, since otherwise I just shoot mindlessly. Perhaps reduce their HP by a lot, and have them spawn enemies MUCH faster (when in range of the player?). Makes the player want to target them first, and gives some tactical incentives instead of Hold LMB to win.
All in all, a few minor bugs, no major issues, had fun shooting. Could use with some minor QoL fixes, mainly having to do with outside the shooting part (level up screen polish, more explanations or incentives on the map screen, etc).
The Score screen showed my score properly on my first playthrough, but was 0 on the 2nd despite making it just as far.
Perhaps some smarter enemy types (or maybe I just died before reaching them)? Some map improvements too, maybe? Although I wouldn't know what to suggest for that one.
Keep it up!