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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.

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Got around to trying v1.1 today. v1.2 is still my favorite version... yet the earlier demo is something else (heh). Each of the builds encourage a different gameplay style, highlighting different slices of the project in different proportions. The labyrinthine v1.1 maps where you can take cover from bosses who spit bullet hell patterns at you were what I imagined the game to be like at first, having only the screenshots and .webms to go by. In v1.2, the wide-open, mob-focused killing grounds where you must be quick or be dead lends itself best to the game's chaotic, Lovecraft-infused theme.
Why choose only one of them, though? Unless there's something behind the scenes making this endeavor impractical, I don't see why you'd have to toss one of these two perfectly viable game feels aside. You only have to decide whether one of them needs to become a completely separate game mode (think of The Binding of Isaac: Afterbirth's "Greed Mode") or if there's a way to mesh them well into a sole campaign. But please, give us the best of both worlds in v1.3.

Some other suggestions -- changing the way you show which ammo type is used by the current weapon: red text, besides being not very visible, gives the player a sense of urgency that would better be reserved for warning when the ammo count is running low. Transparency? Thicker outline? When picking normal ammo crates, giving the player a trickle of ammo for the weapons they hold other than the one currently in hand: switching weapons mid-battle just to be able to refill the correct ammo is... well, it doesn't suit a fast game such as this, in my humble opinion. This change wouldn't negatively affect players who'd want to take that risk, but would increase survivability for everyone else. Also, with an ammo trickle coming in, players wouldn't be sitting ducks if they decide to swap weapons and ammomaxx.

Playthrough: ~30 minutes. Completed a 4-map loop after some tries. Bosses fought: Behemoth, Shoggoth, Twin Pillars, Harut, Bartholomews.