Thank you so much for the compliments and feedback!
The damage numbers were added late into the development, and we didn't have much time to tweak them. I can definitely see them needing some changes to be more visually noticeable. We decided to make the scientists run away from the player if they were getting too close, while also allowing them to shoot in order to be stronger enemies. The downside was that it made it so the attack animation wouldn't play when the scientists shot while running away from the player. I'm going to try and make it so the scientists pause and face the player with the attack animation when they are about to shoot while they are running away. That's how I would have done it if I knew how, but I didn't have the time for it during the jam. I also agree that the way it happens currently is unfair.
Your interaction with the chests is possible due to how we coded them, but it's something that we wanted to change if we knew how. The way the chests currently work, it's impossible for them to drop a starter weapon (knife and gun), and it's also impossible for them to drop a weapon that you currently have on you. This of course means that it is possible for 2 chests on the same floor to drop the same weapon if you don't pick up the weapon from the first chest, but it is something that we don't want to be possible as it isn't a good feeling for the player.
Hope the last floor's difficulty didn't feel too jarring haha. We wanted it to be a lot harder and we didn't have much time to get playtesters, so some enemies might be too strong due to the amount of health they have or damage they deal etc. There also might be too many enemy spawns, but we hope to work on that.
A minimap was also considered, but we couldn't figure out how to make one given the time limit. Part of the reason Ganos implemented the fog of war was to make it easier for the player to know where they have already been, and what areas are left to be explored.
Thanks for playing!