Looks like you’ve completely overhauled a bunch of the levels, nice. The new look of the second level in particular is nice, it flows a lot better though I did forget for ages to go back to the hospital once I had the green key. I think you can probably just skip that part on the top floor altogether and just change the red door into a green one and not have a red key at all.
I think you need to rethink the balance on all your weapons. The tommy gun is too useful and its too much of a risk to go around a corner with anything else. The shotgun has too few tracers with too large a spread so you have to fill the reticle to be certain of a hit. The flamethrower doesn’t really stand out and the thing I found it was most useful for, filling a room and then jumping out, is also what the firework is for.
The kick is cool (is Shanghai-dude reliving Die Hard? Where’s his jacket, pants, and shoes?) but doesn’t seem to do much damage while the regular melee is so slow and weak as to be completely useless. Definitely try the first FEAR for balancing the melee because that seems to be very close to what you’re going for.
On the level select your buttons for levels 3 and 4 work but they don’t highlight when you hover over them.
You can go through the wall under these stairs:
Was a little disappointed not to see a secret running along one of these, but I did only try one.
Nice to check in on it, I do think you’re making plenty of visual progress. I’m bitching about the mechanics because it’s what I know, but if you continue to lean into the theme as much as you are then the average random gamer on Steam might not care so much..