@cenullum: Thanks for the helpful feedback! Let me try to answer some of your questions:
#### A.I. - AI does a raycast for visibility only when the player is within their vision range. Most of the time they are just checking distance to see if player is in range using their positions. Since there is only one player and 12-20 enemies, it's not that much of a problem.
- AI finds it way around using Unity's NavMesh pathfinding until it has direct line of sight, then it just heads in a straight line for the player. When not chasing the player, they rally to his last seen location (indicated by the same cross-hair icon) whenever another AI calls out.
#### FX - I do have a blood effect ready but decided not to put it in (I thought it might be too violent and add even more red; could feel more fun though LOL). You are right that the game could use some more feedback effects. The sign is a health pack drop loot, which I didn't really explain ^^;
#### Random Map - The map is randomly generated every time you play, but my algorithm is not properly structured so everything just look like pure random mess. I hope to learn more about procedural generation to create better rogue-like levels. The NavMesh is already being build at run-time
#### Characters - Regarding character movement, it's purposely made not too fast to increase the challenge, but I also wish I had added a dash/sprint button at times LOL
- Yes I modeled and animated the characters. They were made quite a long time ago for another prototype but I tweaked and recycled them. I wish there were more variety in their shapes and sizes, but they all share the same rig and mostly the same animations to save time.