A game with a relatively good concept and style, it still has a lot of room for improvement. Personally, I miss the lack of an indication of the currently selected weapon through the gun's design (for example, a bullet on the barrel, a designation on a display attached to the gun, or some other modifications). While I like the game's style, I lack variety in enemies and rooms, especially visually. I also often confuse dead ends with corridors leading further. Perhaps this was intended, but it's frustrating. As a player, I also like to understand at least a rough direction toward any overarching goal, so I think a good solution would be if each level had not only signs indicating the exit but also a compass interface that points in the right direction and indicates when you're near the end of the level. Overall, the game feels like it lacks synergies between the various weapons used and the ability to quickly switch between them. A good reference would be my favorite shooter, Ultrakill, where you can, for example, throw a deadly coin with one weapon and activate it by switching to a shot with another. Similar connections would be well-featured in a game with your concept, along with a large variety of wild and wondrous weapons. Also, since the game feels like a roguelike, passive buffs for the player would clearly be appropriate, both to make them stronger overall and to create new synergies.
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Thanks for the thoughtful feedback! A lot of what you're saying echoes some of my thoughts with things like increasing room, enemy, and weapon variety and it is my next focus as the overall game feel is getting into a decent place. You're right to focus on interesting interactions rather than just adding more for the sake of more. The original concept had a much more maze like intent for the maps, but as the game is more built out a more linear flow seems to feel better overall. As far as upgrades go I'm looking at mutator system that "evolves" ammo into new sub types leaning more into an exploration and alchemy approach rather than stat bumps/mods.