I think the two things I’d suggest are mouse sensitivity options, and some sort of melee weapon for when you run out of ammo… I ran out a few times and it sort of changes the flow a fair bit.
I love seeing people code their own engines, I made a retro FPS a while ago (though I’m still going through and optimising it for Android) and would love to hear about the experience of coding your game. Have you considered a devlog breaking down some of the technical aspects and issues you had to work through? I can understand if not; posts about data structures and algorithms aren’t that interesting to most people and don’t really advertise the game that well, but I’d be very interested.
Another person asked if you were porting the game to Android, and I hope that you do give porting a go… SDL2 really does make it easier (though, not as much as SDL3), and assuming which libraries you used based off the *.dll files packaged with the game; it shouldn’t actually be too hard… though I’m sort of assuming that you’re using OpenGL 2.1, which is mostly compatible with OpenGL ES 2.0 (for Android and browser ports).
Great stuff, keep up the good work. :D