Thank you so much for all the feedback!
- you are correct about the movement, it is instantaneous. I was concerned about floaty movement so didn't add any acceleration or deceleration, but in retrospect I agree with you, it would have made it feel better. As for the ramp bug, I honestly didn't know how to fix it, so I just left it in and hoped players will just jump. Thank you for telling me how to fix it, much appreciated!
- enemies will try to get within a minimum range that helps with the effectiveness of their weapon. they also try to back away if you get too close to them, and they chase you if they can't see you. However, because of a bug enemies will fire at you if they see you even if they are way outside the effective range of their weapon.
- enemies will trip and fall sometimes when hitting their dead buddies or boxes. The velocity threshold is very low because the velocity calculations on impact seem to be buggy, with velocity being much smaller than expected. Plus my son found it hilarious when enemies would trip and fall on their face, so I left it in :)
- the hit detection is...funky, and this leads to a handful of issues you mentioned. When you shoot at enemies or they shoot at you, if the weapon is hit no damage is passed to the holder. I probably could have addressed that but ran out of time and I was already in physics layers hell so it ended up like this. You can see that when damage is dealt (either to you or enemies), red particles are spawned, otherwise they're white.
- the room you mentioned and the room you get TK from are infinite respawn rooms, with enemies coming out until you do the objective for that room. The pile thing you mentioned can happen if you kill enemies inside the tiny rooms where they respawn. Whenever an enemy dies, a new enemy spawns. Now, if an enemy is dead exactly where another one spawns, what happens is for one frame you'll have: enemy spawns -> touches another body -> dies -> new enemy spawns -> touches body -> dies. This happens until the physics engine gives up and kills all rigidbodies. I assume you saw eventually all bodies dissapear and the game is back to normal framerate.