ok, so, very good atmosphere, very good music. This game to me is a "lights off" game, meaning no room light and not watching anything next to me while i play for the desired atmosphere which is a good thing, something most games dont get. writing this as I play. First off, mac currently doesnt work unless you do the terminal commands that you said to me elsewhere and i think you should just have them in the description until you do get that thing that you said you needed done done. so, I have a couple of minor complaints, like i said, writing this as i go
1: animation lag: it exists. it shouldnt. I dont want to have to stop, wait a moment for my moving animation to finish, and then be able to press the duck button. I also dont want to have to wait after pressing move before movement starts. Animations are very nice but they have to be snappier between them.
2: I want to be able to just duck while moving, i dont care if i can move while ducking, thats a different question and more one of game-design, but i dont want to have to release the movement input to be able to duck, just let me press duck to stop in my tracks and, well, duck. it instead aims down but there's already a separate button bind for that. maybe that is done because up while not at a ledge aims up, but maybe make that aim directly up or something instead of forwards-up. that as an aiming option could also allow for better times fighting flying/ceiling-based enemies (if standard enemies will be a thing) or bosses (edit: ok so i can look up when i am squatted)
3: thought the jump patch was in, i guess it isnt for the mac version? or maybe i just managed to download the older version. honestly though it does feel fine without jumping ability for the stuff until the first boss so i dont think its really ALL that much needed
4: it is a bit hard to tell when there is a "box" to climb on, they sort of blend into the background easily. the visuals are very nice but that might have lead to depth being sacrificed a little bit. I am sorry i cannot suggest any real solutions, but it is a bit of an annoyance. so far has mostly been an issue in the hallway before the stairs, the one after the water is much clearer but some are still a bit harder to recognize
5: cant stop running. when i tap the run key it makes me run. good, right? not quite, it makes me run until i entirely stop what i am doing, including letting the "stop moving" animation finish, if i try to move again before ive come to a COMPLETE halt, i still run. My suggestion would be make it so i only run WHILE run is held
6: probably could have gone earlier but the walk-start moves me back a little bit. i think that this is done to keep your front in line but this might also be able to help alleviate 1 by having it so that you immediately start with a step forwards into that position instead of a step back. think about it, when you start walking from a standing position, you step forwards. steping back also means i cant move just one step further to move closer to a ledge without it taking like a full second. micro-adjustments shouldnt take time.
7: in the water walking left there is a tiny ledge, it doesnt have ANY visual identifier and should just be slope like the rest of it
8: screen flickers a tiny bit when i climb ledges, not sure if this is intentional or a potential result of resolution or of something else
9: looks a little weird walking on the invisible floor in front of the big scary symbol circle. just add a line for the floor or something so it doesnt look like your floating. this one is just a tiny little complaint, sorry
10: would like a visual representation of health. if there already was one it is hard to see and I could not identify it
11: a save before bosses would be nice, it does suck to have to trek all the way back to them from the start. it is kind of long and there isnt anything to do along the way if youre going back through it.
12: it is confusing that "prime" charges for a brief period and then shoots, and "fire" does nothing. what i would have is something like the charge-beam in metroid where you hold to charge and then release when youre ready to fire, which means you can be more intentional about your aiming, however holding one button to charge and then pressing another to fire could have a more "tactile" feel to it, or how it is now could work with some getting used to, in which case remove the "prime" button and just label that function "fire"
13: after dying i couldnt turn arround
sorry for the negativity, the game just seems very cool and promising and I do hope it reaches its full potential
(edited because i didnt see the "prime" button when i rebound and another comment told me that it was a thing and how you fire so i went in and tested that that worked, which it does, hence the current "12" but i havent gone through to be able to kill the crab)