Thank you for playing and all the feedback!
That its too hard has pretty much been a universal comment so I'm sure its tuned a bit too punishing at least. Its kind of hard to tell when you've been testing it yourself so damn much so DDs are invaluable for that type of feedback.
I'd like the emphasis being on the guns for the game. But at the same time have you get stronger from getting skills. For example I had planned to put in a skill to make the shield gun better before DD but it didn't make it. I've considered adding an item slot too though, so you'd start with the shield gun there and have the option of finding other items that do other things to exchange it for. But I will have to decide how it should all be handled.
The way the ammo system works right now is pretty much how I'd like it to work. It can be improved of course, but I want you to have to adapt a bit to what you're given and also balance the use between the different types. There are some ways to control it; you can always buy every type in a shop and there are skills to increase the max capacity. I'd like to add more though. Getting skills is way too random now I think for example, so it'll be changed a bit at least so you can have some control over your build and so.
I'll try to explain how I see the different types of ammo. Basically its based on how exotic (not rare) the guns are, with blue (light) being the least and green (special) the most. But at the same time its balanced around ammo costs, for example special is a bit more rare but most guns in that type don't have a really high ammo cost or really high rate of fire unless they're really "doomsday-y". As you can't go below 1 ammo cost and the max capacity is lower, each time you fire a special gun its a bit more... special. Than compared to the other types. For example the grenade launcher, name might change, you'll spam fire without much worry but a quadzooka you'd think a bit more before pulling the trigger. Also all types of guns with exploding projectiles, the starting gun is light for example hehe. If any of that makes sense.
Lower quality guns, like a pistol, have the capacity to drop with more and better mods on them compared to rarer ones. Its an attempt to make guns that are worse in their basic forms still be viable in later levels because they'd be able to have a lot of "stuff" on them that would make them good anyway. The ordinary pistol in particular though also has a lot of armor piercing so it could prove useful to take in the beginning.
I agree that the gun stats screen is pretty bad. I want to change pretty much all the text into icons and probably remove a lot of unnecessary info to condense it. Might add a way to inspect them closer and see absolutely every stat if you really want to.
Yeah I'm using ECS for pretty much everything except most of the UI. I wanted a lot of enemies so the whole collision detection and physics are custom and multithreaded. Pathfinding always runs on a separate thread. Which are pretty much the only taxing things. So I think it'll run pretty good as long as you have a few cores, luckily most computers do now. So hopefully all that effort was for something.