Thanks for playing and for all the feedback! I have a wall of text in response, so if you prefer to respond over discord or something feel free.
Yeah the pause menu was kinda intentionally ugly (along with a lot of the game, which is partly the Cruelty Squad influence, partly the SBIG theme, and partly my lack of time/ability), but I'm not happy with how "default Unity" it feels at the moment. If anything it'll probably end up looking uglier as time goes on, but I plan to update it eventually.
I think the weapon reset might be tied into a change I made where the scrollwheel only cycles through found weapons and not empty slots. So it might be just cycling directly to the last weapon found in the list. I'll look into it in the next version, because I can see that being annoying.
The hit marker has been there since the initial release because it was the cheapest way of providing feedback to the player. It's pretty much the Stalewater hit marker but now it turns red when you land the killing shot on an enemy. I did struggle with scaling the crosshair, too big and its in the way, too small and its not noticeable. I might just make it an adjustable option in the future.
When you say the slam was finicky do you mean it was difficult to deal damage to enemies with it? And by lacked impact do you mean it didn't seem like it was doing any damage to enemies? Or just the act of slamming with the dust cloud and little camera shake seem kinda unimpressive? I did think about adding a bit more motion to the slam but was worried about making it too disorienting.
Ok this is I'd like to hear more about, is there anything specifically weird/frustrating about the jumping/platforming? Like platforms being placed awkwardly, ledge-grabbing not working when it seems like it should, jump speed/height too fast/slow? Or is it just kinda the whole thing has too much of the trademark Enygmatic jank?
Regarding the trampolines when you say they only sometimes worked do you mean like you would land/slam on them and the player controller wouldn't bounce? I do know that they don't launch you if you just step onto them, or walk onto them and then jump. Which is something I should probably change, its just that in my head I always think of how on actual trampolines I find I only seem to get any extra height after already jumping. Then again I may just not understand how physics work.
Ok the next couple lines I think kinda confuse me, are you suggesting hit indicator for the player shooting or the player being hit? Because both are already implemented and have been since the initial release. Do you think the current hit indicators (the little red half/quarter circles around the center of the screen) are too vague or is the combat in general is too much of a clusterfuck to tell where anything is?
Ah, actually that is an oversight I never got around to fixing. The Quadropod's (what they're called in the game files, also fun fact those two were intended to be sorta like the first two barons of hell encountered as bosses in Doom and would later be encountered as regular enemies, sorta like the enemy at the end of the first level) legs are treated less like legs and more like a separate "mount" in the code. So the collider for the legs doesn't disappear unless the quadropod is gibbed which effectively deletes the entire enemy object, and the legs don't ragdoll because I was lazy and didn't have time to set them up for that. But yeah its actually totally possible for them to softlock the player if they're killed in the wrong spot now that you mention it, I should fix that.
I don't intend to change the final boss in the SBIG campaign, but the expansion pack will have actual boss fights. Frankly if I had to guess the first version of those boss fights will probably need to be nerfed lol.
Ok ngl I added the camera tilt option only because you mentioned it was annoying lol, but I'm glad you agree they're good additions.
Thanks again for all the detailed feedback, I hope to make it even weirder in the future!