glad i was able to play. my furthest run was until cathedral 3, a few rooms in. i got unlucky with some rooms that had very little space to move around in and i got rocketed to death by a fat guy. i think you could benefit from a gimmickless room type, without the laser pillar and water - just a big open room with plenty of space. some cathedral 1 rooms had it, but then things just get more cramped with bigger enemies making it difficult to maneuver. there were some small issues, such as
>enemy hitbox exists before they 'teleport' in, meaning i can shoot upon entering a room and hit them
>barrels and blue .. things? exploding barrels? sometimes dont shatter
>right click attack got stuck, needed to switch to to sword/board to reset it
>sword and board feels completely useless. the range of melee is also too small to hit anything without being hit myself
>mana meter for standard weapons lacks a purpose. i hold down LMB and RMB when i enter a room, and stop once everything is dead. my mana is well in acceptable ranges, even without any upgrades. perhaps mana should be 50max (perhaps this is a difficulty option? i played on normal)
>the player's lightsource is weird when moving close to an object. pressing your face against your vatican-space-pod thing at the start of the game makes it dark, due to the lighting being blocked
>enemy textures are too dark. all enemies feel like shapes without any details on them due to the texture colors. i can tell they're there, they show off once i'm closer, but during a fight i can only really see the details on the sword carrying enemy. everyone else is too dark to get a proper read. i get this might be to either cover up the AI textures, or some other limitation, but personally i'd up the brightness on all enemies by a lot
of course, there are also plenty of positives
>i like the atmosphere, style and design of things. i also like the rather abstract art and item designs
>the weapon wheel and multiple projectile types are very fun. having "builds" with different left/right hand weapons is always a delight in FPS games
>the enemy designs are very imaginative, even with the AI art on top of them.
either way it was very fun blasting things around. there is clearly a lot of improvement since my last playthrough. since ive read that you could use some motivation to continue on this project, let me tell you that it's worth it. i hope that you will continue developing it despite the hardships, because you have a fun game on your hands. keep it up.