Thank you for trying the game out!
I'm still trying to strike a balance between dialogue and tutorial, you are right that it feels a bit annoying to be interrupted all the time, I get annoyed in testing too, I still haven't found a good solution to that, in fact I cut out quite a bit of dialogue already, perhaps I should just make the tutorial longer, add more play time between tutorial sections so that the player can play around more with the tools they are given.
About the enemy sprites, there's currently a bug in the animator code that makes them be stuck in the wrong frame, I haven't had the time to fix it, usually they turn the way they walk.
Good to know about the art palette clash, I'll what I can do in the future aobut it.
You are right that the tutorial end is a bit abrupt, looks like the intermission between tutorial and level 1 would be a good time to add a little bit of story and exposition, maybe split the initial briefing so that the actual objective of the mission is talked about when the mission starts.
Reloading is kind of messy right now, there's a little glitch in the weapon display that makes the HUD not show the default equipped weapon until it's manually equipped, that's going to be fixed when I overhaul the HUD, along with adding a display for the current keycards and important items like points, P, medikit and shield recharges, so that opening the inventory is not required every time.
I'm also going to add force reload on R and a visual display of the weapon reloading.
Gun(and other) SFX could be better. I don't see why you can't base most of it off of sounds from touhou.
There are legal issues to that, according to Zun's official guidelines for fangames I'm not allowed to use assets directly extracted from the games, for some sounds like death and graze I was able to get away with it because ZUN made them from preexisting sounds and I'm using versions of them that were made from the same original sounds but have free licensing, for other sounds I'll have to either commission somebody to make knockoff or find alternatives.
Hard to read interactables has been a common complaint, I'll eventually try to do something about it, perhaps play with color coding more, I've been using a limited 64 colors palette but it's been extremely limiting, it doesn't look like the best choice.
I'm aware there is an ammo balancing issue I'm still trying to solve, weapons even used to come with an extra ammo pack but I had to change it when doing roguelite mode, perhaps I should bring that back and fill the ammo storage when a new gun is obtained, like enter the gungeon does. I'm also planning better way to equip guns, I tried to implement weapon switching through mouse wheel and gamepad buttons but some bug prevents it from working and I haven't gone back to fix it properly, but I will
Yes, the weapon ammo display is wonky because when the weapon is autoequipped and the event is fired the HUD is not listening yet, it's a thing I have to solve through better queuing.
I didn't really want the teleporters to be jarringly fast, you could say the animation is for "flavor" rather than any other gameplay reasons, enemies are supposed to come out of the teleporters when alarms sound and the animation will be helpful in being able to react as they come
Yes that's a graphics Y sorting issue I still haven't got around to fix, I've been giving it a very low priority since so many other things are currently on fire, but the intention is to have characters and items properly hide behind tall objects eventually.
I've been noticing the dullness myself lately even while playtesting, I have things in mind to spice it up like enemies spawning out of screen as reinforcements, more traps, puzzles, etc. In the roguelite mode I noticed it gets more interesting when there are more than two enemies shooting at you, going through a map definitely shouldn't feel like an empty walk through a park.
You fell victim to me not properly pointing out that the fridges could be used to set checkpoints, that's another thing I plan to improve in the future.
I actually had optional info points in the tutorial at a certain point but decided to scrap them when I added the in-world labels, I'm thinking it might be worth it to reintroduce them so that the player has choice on whether to engage into clarifying dialogue or not, important things should definitely be signaled in more obvious ways.
Also I don't think you found any secrets, perhaps I hid them way too well, I'm thinking I should have the AI companion at least try to point out the first one for free in order to train the player to look for them.
Thank you for all the feedback! It helping me refining my ideas a lot!