Hello! I'm gland you liked it, and thank you very much for feedback :)
Because of time pressure, I forgot to include info about some keybindings in readme or in-game - I will fix it in post-campo release. To quit game during run, you need to use <SHIFT>+Q. To save a game - <SHIFT> + S. To close high scores screen, player needs to press <SPACE> or <ENTER> or <ESC>.
At first, I'd like to obtain more info about bugs. What version were you playing? What is your OS? How did you try to close window? Are you sure that you turned animations on? It's off by default as it doesn't fit architecture *that* well.
Generation of levels is kind of long story... Carriages are not always the same - I'm using template to determine their shape, and details are randomly chosen from prefabs. I think it would work well for some sort of semi-open-world game (I thought about "clean village from bandits" trope as well), but because carriages are rather small and symmetric, it didn't work out. All implemented (semi)procedurally generated elements serves fluff and flavor mostly. I thought about using "real" procedural generation, but I didn't have enough time. But it's on my todo list :)
More guns, and bigger differencies between guns, are also todo :) but not very high in priority. My initial goal wasn't about progress. I just wanted provide variety to gameplay - as enemies follows the same set of rules as player, bandit with Winchester rifle is more dangerous than one with Springfield. I don't know if I'm going to implement real progression, thought - due theme, this game has very limited scope. Yet, I like Old West enough to try implement somethign bigger in future...
First, I have to tweak RAWIG template. It worked well as 7drl architecture, but it was first time when I used it for real development, and I learnt what its flaws are. Performance of AI algorithm must be improved...
Once again, thanks for feedback and playing :)