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Thank you for your detailed feedback! I really appreciate it!

There are some points you mention that I also considered including, but for simplicity reasons decided not to, since my initial goal was to make the most basic DOOM clone in about 2-3 weeks. (Yeah, I was waaaaay to optimistic with that timeline, but I had no point of reference since this is my first game lol)

Automap: Looked into it and I figured it would not be worth it, since my game levels are relatively small (and one of them has 2 floors that overlap... so a top-down map would be confusing)

Save/Load: Since the game is short, the levels are small and the player can get almost all weapons back after dying, I figured it was unnecessary to implement this system.

Backpacks: I found out about this bug after some playtests, but found it funny that Korone could carry that much ammo (Rambo style!) so I left it there lol.

Animated face: It's an image sequence I captured from one of her streams. Making it update to a sad version would require a lot of time to search through hours and hours of Korone's streams for an appropriate moment and also would make the game filesize larger, which is something I've been trying to avoid. So I figured the minimum viable option was to only include a normal and a dead state.

Aim assist: There is only a simple vertical position check at fixed angles for hitting targets. That was the simplest approach I could find to meet my goal of fast development. Gamepad support was added later only as a learning exercise.

Keybinds: Yup, I know it's weak and with time I've learned there are better ways to implement it, but currently I don't feel like investing additional time to change it.

Enemy insta fire: Yup, I noticed it too. You can stand at the edge of the door to open, but it's tricky. I tried adding a small delay to the enemy attack, but it wasn't very effective I guess. :/

Once again, thank you very much for your feedback! It motivates me to keep moving forward in my gamedev journey!