Looks great. Plays fine. Gunplay feels satisfactory, gibbing has punch. The game engine seems ready to ship in my untrained eyes; just add a progression system and round up the content, I guess. I was about to speak up on the difficulty, but I soon noticed that the gameplay loop is more of a Nuclear Throne-like rather than a DOOM reskin: clear the perimeter (interestingly, you don't have to kill everyone on the floor to make the portal spawn) and the occasional boss while conserving ammo and health, look for the stage chest and then head for the exit; die a few floors down unless you've mastered the items and weapons you've happened to come across in the run (and there's a time limit to boot). What you do with what you've got is your CALL now. I'd continue playing this as a more grounded boomer shooter just for the art and the monster design, of course, but I'd be all the more hyped if the game continued in the path it seems to be following: a first-person take on the stage-based roguelite shooter as first popularized by the genre-defining The Binding of Isaac.
The portal compass is excellent. The stages being small, I guess it doesn't need to point you straight to the exit with an arrow (the portal being a bright beacon visible from afar certainly helps), but maybe reconsider if you plan on adding larger killing arenas later. PLEASE consider making the hitbox to open crates and collect weapons and items larger, much larger, and also making the flavor text for pickups linger on the screen for a while. Maybe boost the damage of explosive weapons too. I preferred to play with pistols and revolvers, since these feel like the punchiest weapons in this build.
Playthrough: 40+ minutes on v1.2. Furthest I got on a single run was 5 floors down, but I didn't stop trying to go further. Might try v1.1 later; I hear it's way different.