The negative:
-The music completely overpowers the SFX, even at 50% volume. It becomes difficult to make out enemy sounds which are already kind of muddled. Note I'm not saying the music is bad, just that it crowds out everything else.
-The balance of ammo and health is frustratingly tight, there doesn't seem to be enough ammo to actually deal with every enemy in a level unless you hit 100% of your shots, which leads into the next point...
-The inaccuracy of the guns makes dealing with enemies at further ranges very frustrating, and the relatively low damage makes dealing with them up close frustrating as well, especially since their attacks are quite fast moving and difficult to avoid and they don't seem to have a very high pain chance.
-The small fast moving melee enemies are quite annoying to deal with, especially since their attack has very little cooldown so they can tear you up quite quickly.
-The darkness of the environment makes enemies pretty hard to read, even the glowing parts don't help that much.
The good stuff:
-The overall gloomy decaying industrial vibe is cool, and the level design is basic but still offers up good visuals. The fundamentals are pretty solid.
-The art is good (when you can actually see it). I have mixed feelings about the scan line overlay on the players vision.
-Music is damn good, I get some
reznyck vibes from it in certain parts.
-I am always happy to see people making TCs with GZDoom. You know, things that have their own cohesive worlds rather than endless discrete maps and gameplay mods.
Odd things:
-I noticed that the "laser" sight from the one fast firing robot makes blood splashes when it hits the player. You should be able to get around this by making the puff a dummy actor.
-Having the fist and starter smg on the same key is an odd choice.
I hope you continue working on this.