review is gonna be a little brutal because you asked for it lmao but i want you to know that i really loved the game and instantly thought it was very impressive. thank you for giving me the change to play, and well done on making it in such a short time!
LOVED the intro and the text presented there and was insanely hyped when the game loaded in and i got to see the amazing visuals! i was instantly reminded of doom ;) the recoil from the gun was a really fun and creative touch. i also really appreciated the thought that went into the tutorial: how short it was, how it didn't pause the game, how it let you figure out what you needed to do, how it only progressed when you did the thing you were asked to do. like those 5 seconds were enough to get the controls across to the player in a really fun and intuitive way, and i really appreciated that!
i liked the player controller system, but i did feel like it needed a lot more tweaking. for one, the movement with the scroll wheel was too slow, and turning around was WAYYY too difficult for a game with a combat focus where aiming was crucial.
coupled with the difficult movement and unusual control scheme, the game gets too difficult way too quickly. i couldn't get through the level directly after the elevator for that reason (along with others); it's fun to shoot enemies, but it's not fun to shoot 5 all at once when A) the only enemy you had encountered before was one that didn't move or shoot, so didn't give you the practice to deal with 5 at the same time. B) you couldn't adequately turn around in time. C) you instantly felt crazy when the difficulty spiked so quickly lmao.
going back to the start of the game, the little doorway that you need to get through as soon as the game starts was a little too tiny for the wheelchair to fit in comfortably, even when using the scroll wheel for more fine tuned control. this issue can also be applied to how thin the gap between the elevator ramp and the wall was when backtracking after falling, and how tiny the elevator entrance was, and how small the ledge of the elevator was.
the elevator ramp itself was a really cool idea, but introduced too early in the game because of how much control you need to have the wheelchair placed correctly, then appropriately fire the gun in the right angle, then stick the landing, and then also manage to enter the elevator doors.
combined with the previous problem of how annoying the backtracking was, the entire thing slowed down the momentum of the action, and took a little of the excitement away as you were left trying to battle against the controls.
i think the main issue here is the sudden difficulty spike. after that, the second biggest thing is that you feel like the game is working against you with the first obstacle being a direct test of "how well do you know these controls" and "how well can you navigate these tight spaces". if these problems are fixed, i definitely feel like this could be a much less frustrating experience!
again - well done, this was quite a special game and definitely one to remember.