@mobiusdisco
-> your turret logic for firing at where the mouse redical is not accurate. I suggest removing that aim end and instead having a modeled or effect "laser beam" to show where the muzzle is facing in real world. Otherwise VERY frusterating to miss
-> enemies, especially early on, need to be easier to kill
-> Force the player to interact with the oxygen plant right out the gate. ( also anything that you can interact with F, you should have it appear over it when the player is even somewhat close to it just to reinforce it)
-> My first goal was to try to open chests using F but then realized shooting is what opened. This is a classic example of expectation vs what I interacted with. I am not primed or shown how I should interact with it, and the only other selection or interact from the menu is F. So I was slamming. I would suggest changing them from chest to maybe an enemy with it on their back, or maybe have an enemy next to it and it can drop once you kill that enemy. So really being clear on translating hwo you interact in your world.
-> Movement, when moveing around, in my experience as a game designer, in top down, to give the feeling of momentum or speed, I suggest genetly pushing the camera foward in the direction you are moving. And the faster you go the more you lean it. This is subtle but gives a much more... speed feeling to movement. PLus the most important direction of movement is in the direction i am going.
-> Shooting, I could go on for HOURS and HOURS about how to make a gun feel good. So instead I will be quick and say, one the sound effect cut off is weird. It is a bit disorrenting. You need an impact effect, sound, just something to reinforce I hit. If you are going to making CLICKING and shooting be required and controled you should let the user shoot as fast as they can click. If you want to limit this, do it through clip reloading. Otherwise you can do a firing rate, but then allow me to hold the button down and shoot. Make the bullets smaller from a model wise, but you can keep there hit rate bigger and make them brite and stand out in comparison to the world.
-> Finally, give me some ability to sprint that burns more oxygen kind of trade off. Also MOve the top left corner oxygen. You don't have a lot of interface so you don't need to fight with a lot of it, but you need to choose top or bottom and then group it. In this case, I recommend having health be lower middle. And put maybe information below the players feet for oxygen. Maybe even just move the top left meter down to the bottom center as it's far away from where my attention is and takes a lot for me to check. And then also have a value of oxygen pass over my head at like lower than 50% maybe to reinforce checking it.