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I just noticed V0.0.3a was out, so I gave it a spin.

-The SMG's battery magazines are too symmetrical, to the point where I tried putting one in backwards by accident and wondering why it wouldn't fit! You may want to slightly redesign things so it's more obvious that it only fits one way. The visual indication of ammo remaining is very good, though! It fits the aesthetic and isn't immersion-breaking.

Also related to SMG reloading, I learned the hard way with a security bot closing in that just because it's loaded doesn't mean it'll fire until the rails are popped off with the same stick/trackpad that pops your batteries off! Cue much swearing, death, and a hard lesson learned for later sessions.

Other commenters have mentioned that the SMG ammo is oddly persistent between games, so I'm sure you'll get on that.

-The gun rotation point is more or less where it should be for Oculus Touch, but the guns themselves are still about two or three inches too high in virtual space, throwing off my natural sense of aim yet again.

They're also rather huge in general, such that I'd probably have difficulty gripping real life replicas of the guns to scale as I see them. Word is that the overall world scale perception differs a little between the Rift and Vive, which probably doesn't help matters.

-Gun smoke looks pretty neat already, and it could be a good visual indicator of weapon overheating should you decide to introduce such a mechanic. It's already been suggested as a way to balance out the pistol against the new SMG, which I only break out when there's a security bot or an overwhelming amount of dudes in a small room. Gotta make that ammo count!

-The minimap is a much appreciated addition! It's pretty huge and thus readable, but it also highlights that a Pip-Boy style rendition would need to be either much smaller or holographically projected like Star Citizen mobiGlas.

-Your AI enhancements are no joke in this version; I've actually had soldiers and bots come through doors now, so I can't expect those to silence any chaos on the other side! They don't always come through the doors in the room you just blasted some dudes in, either, so it's like they know how to flank. Keep an ear open - it might just be the thing that keeps you from getting ambushed!

Not only that, but soldiers actually kneel when shooting now, making it unlikely that you can simply duck past their oncoming fire and also forcing you to compensate for that much-needed headshot. Good touch there.

It's made the game much more tense overall, especially during one game when I opened a door out of the starting room and had like four or five guys ALL facing my direction in a long hallway, with the potential to alert even more guys in nearby rooms.

Now let's see what V0.0.4 brings... proper analog stick/trackpad movement, hopefully?

Wow that's a lot of feedback. Thanks for taking the time to write this for me!

I'll see about the magazine rotation, maybe an arrow or something not sure.

Sorry about the SMG ammo bug, I forgot to fix it before uploading. It'll be fixed in the next update I promise!

I tried lowering the gun but the controllers bang together when reloading so I moved it back up a little bit for now. My plan is to move it back down to a more natural spot when I have the game detect left or right handedness, and have the magazine on an angle and to the right of the controller (or left for a left handed person). Sorry for the current (temporary) duct-tape & bubblegum solution!

Overheating is a good idea and I think I'll add it to the infinite ammo weapons to balance them a bit better.

Oh I totally forgot about making the mini map like the pip-boy! I'll probably do that at some point soon but can't promise it will make the next update.

Analog trackpad movement is coming as it's highly requested, probably in 0.0.4 as you say, but part two of the combat update (v0.0.3b) will arrive before that. Sorry, my TODO list is huge! Good progress is being made, though. Yesterday was very productive.

Thanks for all the great suggestions!