- The effects work of the weapon, the environment, and killing things is perfect. Very nice work.
- Needs more visual clarity. Saturation and luminance can help a lot here, if you want to keep things beige. The player, environment, and enemies all sit way too close to each other. For a game, readability is more important than almost anything. Not being able to easily pick out yourself, the enemies, and the obstacles feels like fighting against the game, not against the enemies.
- UI needs a hierarchy. Everything is the same size, same color, etc... Make the most important parts much more obvious. When you lose health, they can flash red. When you spend ammo, the ammo counter can shake or something.
- I'd personally soften the aim tween. It feels too chaotic as you're trying to move around. You could either limit cursor speed, or keep cursor speed, and just make the camera a little more floaty. Not sure which would be better.
- Gameplay wise, I think it has a good feel but might need some more elements. The core moment-to-moment play might need a dash, or a shield, or sprint, or something like that. When you start adding higher level goals and such, it will help, but I think you'll still find that something is missing.
- Start the game fullscreen. I think it's a big mistake when games start windowed. It's saying, eh, this isn't very important. Go check your email, go scroll social media. Fullscreen says, you've given me your attention, I will make good use of that.
- Hard to talk about difficulty, because the clarity of the gameplay and menus are obscuring the issue. Once those are clear, then I think real balance work can take place.
Overall, great work dude. There's a ton of potential here. With a bit more clarity I think you have a really solid base, and there are quite a few directions you can take this in. Keep it up.