So far I've only been able to get to the 3rd stage with the red floors. Have to say that the game is pretty damn solid none the less though, and I definitely want to try to go further. ( Keep in mind that I've never managed to finish either dungeon or nuclear throne, so I probably just suck lmao )
Before I give any feedback, I have to ask. Is the sound for the player's weapon the sound for the shotgun from OG DOOM ? Just curious since it sounds similar
Anyway, the presentation as a whole is pretty cool. The pixelart for the various bottles is fantastic. I love how each bottle is both readable and distinguishable at first glance. Definitely helps since the game is pretty fast in general. The levels also looked great, though I wish the transition parts between rooms looked a little more distinct and noticable. Sometimes I overlooked them since they basically had the same sprite as the normal floor.
I do like how the screen having a broken effect when you take your first hit wasn't really that obtrusive. A good indicator
I'm also not really a fan of enemies shooting from offscreen. This also kinda exemplifies the issue of how fast the bullets are as well. I realise that you're trying to get the player to use their time-slow ability more, but the game tends to feel unbalanced outside of this.
I think it's fine that snipers shoot at you from offscreen, though I feel their attack could've been indicated a little better. Maybe right before they shoot you and they stop trying to aim at you, the colour of their aim could change to yellow or orange or something to indicate that they're going to shoot.
( Maybe just a skill issue on my side )
Outside of all that though, this was definitely a solid little rogue-lite. Loved the various hats and their effects. Great job on this one