I stopped in the middle of the second floor. Here's some notes I wrote down while playing:
- The smaller brown crate asset is missing collisions so I can walk inside them.
- Does the shop work? I wasn't able to figure out how to buy anything.
- I got a lot of shotgun ammo but literally 0 pistol ammo, so once I ran out of pistol ammo I basically had nothing to do until I floundered around and found the flamethrower.
- Pressing Esc to open the menu doesn't pause the game, so I could be theoretically killed while checking the settings. The same is true for opening the inventory.
- There should probably be some sort of minimap. I got lost a few times.
- This might go against the design you're going for, but I think the movement is missing a sprint button or something similar. I backtracked a bit because I thought I'd missed something, and it felt like a massive slog at the regular walk speed. You could tie sprinting to a fatigue system during combat if you don't want it to be abused, or if the player has been running while out of combat for a while, they could automatically speed up a bit.
- The weapon balance currently feels a little off. Grenades don't feel worth using over guns, and the pistol is pretty bad compared to the other guns. The flamethrower is absurdly overpowered. I'd tap left-click once and that was enough to essentially one-shot any enemy if I waited long enough. Very fun to abuse but probably not good for balancing.
- Feels like a missed opportunity not to have flammable propane tanks or something similar as environmental hazards that explode after taking enough damage. Something to add to the chaos.
- The blood and gore effects when you shoot enemies are really cool and satisfying.
Overall it's very clearly still a work in progress, but I can definitely see the vision. I like the art direction so far, and I'm a big fan of the shopkeeper's design. Very nice.