Thanks for playing and for the straight to the point feedback!
Genuinely can't tell if complement, complaint or just funny comment but thanks.
Fun is what I was aiming for, all my past games had frankly boring or just "functional" gameplay and combat. So for all this games flaws it avoided my past work's pitfalls.
I have to admit I don't know what IMBA means, but I will say that the slam was added because I thought it was something fun that kinda differentiated the game from otehr boomer shooters. I mentioned in one of the other comments that I thought about changing it to be more balanced or impactful, but with my abilities that may run the risk of making it less fun.
Yeah some of the textures are misaligned because I didn't have time to properly line up some of the hidden door textures during the initial jam. Other textures are just screwed up due to a mixture of crunch, laziness, and sometimes intentional ugliness because I wanted the game to look weird like Cruelty Squad (like the meat tunnel or the windows 95-esque marble tiles).
Those enemies (which I just called Knife Guys in the game files) are admittedly a bit too much of a pain to hit with the starting revolver without practice. I intended them to be a less lethal but more nimble enemy like the Imps in Doom, hence why they dodge after every two attacks. But yeah they did turn out a bit too hard to hit, the hitboxes probably need to be sized up a bit and I should probably increase the stagger chance when hit. In any case I can say it's not just you, I've seen twitch streams and youtube videos of people having a hard time hitting the Knife Guys. Also I've been thinking of implementing some form of auto-aim in future projects, maybe I'll try it in the next release of Thesmothete, maybe not. If anything maybe it proves my feedback on enemy and animation speed should be ignored lol.
Yes. Have debated both, will see in future.