- The view tilt is too extreme and too jerky. The gun goes all over the place just from making small aim adjustments.
- Highlight the ammo type for your current weapon.
- The helmet HUD being fake and having a second HUD on top of it feels like wasted potential.
- Picking up a weapon when you have an empty slot should automatically put it in that instead of replacing your current weapon.
- Opened and unopened ammo boxes need to be better differentiated. Do they even need to stick around permanently?
- Enemies blend in with the environments. Environment textures should have a narrower value range.
- Why are dead enemy sprites not billboarded?
- Having the ammo display next to the crosshair would be nice.
- I don't like how the weapons switch places at the bottom. It means you have to memorize which weapon is on which key. Do you ever get more weapon slots? If no, why not just have one key to switch weapons?
- I never know what I'm picking up since the text is attached to the thing I just ran past instead of being displayed on the HUD.
- All the enemies are complete non-threats with how few there are and how wide the levels are.
- I don't see any incentive to kill enemies instead of just running past them. It just wastes ammo.
- Showing a healthbar on screen at the start of a level for a boss I have no clue where it is and that I confuse for a normal enemy half the time just looks silly.
- Some bosses spawn right next to you and start attacking you as soon as you enter the level.
- Explosive weapons seem really bad. They barely do any damage.
- Why can the starting pistol spawn in crates?
- The 2 weapon limit encourages you to pick whatever weapons are the most efficient overall while ignoring niche weapons. It also limits the depth of the combat since the player won't be making any decisions about what weapon to use for different situations.
- Picking up weapons while there's enemies around can be finicky. Make the pickup collision bigger. The box also obscures the weapon a lot of the time.
- What's the point of the bosses? All you get for killing them is ammo; weapons are found just found lying around wherever. You don't even need to kill them to exit the level.
Is it too late to persuade you to ditch the roguelike nonsense for actual levels? You have a good base for a shooter, but mindlessly wandering around copy-pasted featureless mazes looking for a tiny teleporter that you can barely see unless you're standing right next to it simply isn't fun. At all.