Good behind the scenes info, and the game was definitely fun for a 4 day project using new techniques etc. And it's a good heads up for those of us wanting to venture into 3D sooner than later.
I know I left a comment and hope it didn't come off as overly critical. For me it's helpful to see other games, think about what I'd do different or what did (or didn't work) for me personally, etc. As a wannabe developer, it's also helpful to share those thoughts and have discussion if possible (as hearing your reasonings here and process gives me more insight). And I like to play game jam games as if it's like a QA job, as it helps me get into the mindset of both a dev and player.
With that in mind:
- For crosshairs, I think your reasoning makes sense and from a gameplay perspective it works.
- As for recoil (keeping in mind this is a game jam) I'd argue this games recoil felt more like a bug than feature. Recoil in a game like this totally fine, but what is there would likely give some folks motion sickness. The recoil moves not only your gun but also your camera significantly. Further, the player POV/Aim camera turns with the cart (instead of keeping focused like our bodies allow naturally) and bullets have a slight spray pattern. These 3-4 layers made the aiming feel not great at times. My spray and pray method for hundreds of points works better than trying to be accurate ever would.
That would be my analysis anyways. And I hope it doesn't come off as a complaint (because, you know, it's a GJ game and further free to play) but more as an observation that'd I give to someone I want to do well and succeed. My opinions may not be the consensus or right perse, but I do hope they are helpful in some manner. Good luck and if I get a chance I'll check out your main project!