Nice classic top down shooter! the graphics is very direct and communicate what I'm looking at and what everything was supposed to be!
Notes:
1. What is the experience for? was it meant to be something but the idea was abandoned?
2. does it actually matter which stage I play first? It seems like we still have to beat all stages before getting to the boss
pros:
1. Love the mini map, it reminds me of star fox in a way!
2. since the mini map actually shows the stage's layout, it gives me an idea of how to navigate the map ahead of time
3. Man, it's hard lol
4. I really appreciate the reload gauge being a bar, I can quickly tell how long it takes for me to use the attack again to play for the next move
Cons:
1. one thing I was a bit confused about was the graphics of the box on the island. I kept thinking that it's something that I can pick up, as the size of it is smaller than the other obstacles, and about as big as the rum bottle
2. I ran into a VERY minor graphical bug. When I start the game, I have a single gun. But when picking up the first dual wielded hand gun, the original single gun's graphics didn't disappear, so I ended up with what looks like 3 guns (with the original single gun in the middle). The bug is also interesting because, I seem to see the bug only when I'm aiming to the right, but the middle gun disappears when aiming to the left
3. I haven't exactly found the melee to be very useful unfortunately. When using a slower reloading gun, it seems to be a better strategy to avoid and hide to wait for the reload, and let the obstacles to stop the enemies from proceeding, than to actually try to use the melee. The way how the enemies searches for me would quickly swarm me if I try to use the melee, and the reload time of the melee weapons are longer than most of the range weapons that I've used. (I also want to stress that, this could be due to the fact that I couldn't only make it to the first boss stage....)
4. the last zombie can be very hard to find....
5. the quit button after death doesn't seem to work
6. (This is more of a design choice than a con really...) If I haven't drank the rum on the island, I'll lose it when I finish the stage. I'll basically have to drink the rum before I kill the last enemy.
Random ideas for future additions to the gameplay:
1. maybe if the same weapon was picked up, it will upgrade the weapon and improve the attack power/reload time/firing rate
2. faster reloading melee weapon, because there's already a huge risk to use it to begin with