TBH this is a bit weird of a thing to do, as a lot of the things I originally made notes of I am not sure how much is in your design vs. what you're working with (transparency is great but a half-a-day tutorial is a lot to sift through). I feel like a teacher trying to grade an assignment but having little knowledge of the rubric or provided assets. I cleared the map (715 on easy) unless I missed something more than the basic loop, ultimately it seems fine (even as not 100% my thing). ~115MiB download is a little big for this art style and such little amount of content IMO, optimization or whittling/stylization could probably be had (I mean sure, most people don't care).
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thank you for the Linux export
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the non-round collision on the player can lead to getting (partially) stuck when rotating+moving due to position being shifted (getting over it, maybe?)
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the room being zoomed doesn't seem quite great (and also makes it seem like a significant thing), but again this is a thing that I know is tied to the tutorial
- even outside the camera would benefit from some aim shifting particularly vertically when aiming near the top/bottom of the screen
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something like the steam vent might me more interesting if the player could walk through/under the steam instead of blocked
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the throwable range seems too short for the mega-turrets esp w/current radius.
- maybe do this on button release to allow a charged throw (or cooking mechanic) and possibly (optionally?) to prevent misfiring.
- or something else like some amount of proximity and/or some stickiness instead of bouncing
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distance is kind of cheesy. Both for how quick enemies can spawn endlessly and for the opposite reason being able to snipe the mega-turrets
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spawners can be a bit annoying and maybe could use some behavior changes/variance
For something bigger, the ammo situation I think doesn't work so well. First try I ran out of ammo, I found the chest interaction on accident... this design (outside of loading screen tips or a wiki) may prevent a player from discovering that if they were better at conserving ammo and/or not having stray shots. The fallback of enemy shots isn't so great either (especially with melee enemies) and even a blast doesn't open them. I don't mind the idea, in-context not so much. Also my second game I had fully stocked ammo, but a later test I did run out and I'm not sure if that's because of me or randomness etc.
Side-note definitely with what you're working with: the top-down 2D/gritty Armor-Games style is one I can respect but also one that always seemed hard to read (like the angle/satellite-view just sort of makes everything feel unidentifiable unless it is really used carefully).