sorry that its not what you expected, i wanted to go with the "enter level, kill enemies, leave level" gameplay and i should have made that clearer in the description.
i had only started refactoring much of the weapon code during the demo day, adding viewmodels, some animations, getting them to play audio and have muzzle effects. i know they're shit, and they do need a lot of work (they're much worse in the older demo). the spike the enemies have was from rushed sloppy weight painting, haven't bothered fixing it since they were made very quickly during the acerola jam and i'd intended to change their models at some point in the future. the level itself was meant to be a little confusing, similar to blame!'s architecture, but i do agree it's a bit much and i do have plans to change it up a bit and make it clearer where to go and not go.
thank you anyways for spending some time to play it, it does mean a lot