Hi, GameAddict. Im glad you played it and I thank you for such a detailed review.
The movement seemed a little sluggish so i just tuned the speed up, maybe a little too far. The main problem is that it is implemented using CharacterController base (that is good for horror games and other walk simulators) but for the fps games with constant jumping and more agressive gameplay is usually used Rigidbody based logic that is more physically realistic. So i just copied the movement from my previous game only with a few changhes and it was okayish until the last stages of development and i left it as it is only with increased speed.
Also the stairs section is intentionally designed for enemies to be kicked in the middle and fall, but the oposite site of this is difficult movement. I can make some railings on the side to help player however this will eliminate the main point of this section.
Initially the recoil was meant to be fully procedural (every shot will be calculated the bakwards force to deform the arms with inversed kinematics, "generating" seemless and realistic animation) as also the ironsight aiming. I managed to implement this for the pistol, but the problem was to scale it for multiple weapons. So i just switched to the basic pre-recorded animation for now, which is a little too simple and silly.
The bridge guardian is meant to be killed by the explosive barrels, but yes, it is underdeveloped.
There is no other melee attack aside the kick this is just a silly mistake. The destructible bridge section was designed so players avoid falling from enemies breaking the bridge and can drop enemies by breaking the parts they stand on. But youre right, the kick shouldnt break them. Good advice.
there are no glow because i wanted immersion and realism, it is solvable by establishing the visual language by showing to the player what is interactable and what not in longer setup/tutorial. But this takes a lot of time.
I dont know when Ill be able to dare to spend another half a year of my life developing games, but some time definitely...
it is really heartwarming that some people have actually played it, so ty for the cool comment.