Cool experience. I understand what you're going for and this is a good start. There are multiple things you could lean into going forwards and some directions would probably work better than others. To start, the game is at its most interesting when you're up against a situation where the tools you have aren't quite perfect for the situation, but get you most of the way there, making you have to improvise to get along. The Laser Cutter, in spite of being maybe too strong overall, is a good example of this, because large hoards make every misclick with it count, and it's a lot harder to kite around the nearly-defenseless legless enemies when they're in big groups. The delimb system is a pretty great one because it adds nuance to just straight-up killing fellas. There are now multiple axes you have to think across in order to assess a situation correctly. The fact that the enemies are bottomless adds to this a bit as well, but there's room for improvement here. The dilemma of whether to stick around and kill guys or barrel on to the next room might be more clearly brought to the player's attention if there was a timer as well as better advantages to killing enemies. Another big thing is that the game would be substantially more interesting if there were better synergies between weapons, and it was smoother & easier to swap between them constantly. This is hard to do when the dilemma is whether to use a normal ass shotgun or a normal ass AR, but some of the more off-the-wall gun ideas can fill in the gap here. I think one thing to consider is giving weapons more nuanced utility rather than "kills fast & costs more ammo vs kills slow & costs less ammo." This is where the laser cutter stands out again. More possible enemy states, (maybe unarmed enemies can pick up weapons from their fallen comrades? Maybe certain weapons will stun opponents for long enough to slip by as per Doom Eternal?) and less overlap in weapon properties would go a long way to making this the best it could be