Hi Cyrus! I'm glad you enjoyed the atmosphere and story! I really appreciate the feedback and wanted to address it with how I hope to implement it in the future and some of my thoughts that went into the decisions that may not have worked as I had hoped :)
I'm sorry you found some aspects frustrating, the very limited ammo was intended just to add more tension and create those moments where you have to run away to find more (and possibly run into more enemies for a good scare). When testing it I thought I had left enough ammo throughout the second level to clear, the third level wasn't intended for a full clear though (my fault, I think I could have designed that encounter better, originally we wanted to have a boss in that swimming pool but we knew there wouldn't be enough time to add this on top of everything we had already made so we went with a horde that would overwhelm the player for a "you find the answer but you won't live to tell the tale" ending, which looking back on I could have communicated better). I'm intending to redesign the levels in the future so I will take this onboard when planning encounters to give the player more opportunities to get away or avoid encounters, and the swimming pool area will be getting it's originally planned boss fight that we had to substitute!
For not being sure where you were going to shoot, I'd be happy to hear a bit more as to where we missed the spot on that one? (Pun somewhat intended) I thought my teammate did a good job with the crosshair and communicating when you hit an enemy by having it turn red, I also hoped the bullet trails would do a good job at showing where the bullets went so I'm sorry to hear this was a point of frustration as I thought we nailed this, what would you like to see for us to make this clearer for the player?
With the texture jankiness, I think I know what you mean if it's the weird clipping on the floors of level 2 and around the swimming pool in level 3, this was my first time doing 3D modelling (a lot of firsts tbh) for a game and mistakes were definitely made in the process that would have required time we didn't have to fix (I joined everything in the levels together in blender thinking it'd make things easier in Unity, it did the opposite, I am planning to fix it when I remodel the environments)
Again, thank you for playing, for your kind words and for giving feedback! It's greatly helpful and I do intend to take it all on board while working on a "fully polished" version of this game :D