My quick first impressions.
The best part of the game is the level design. It’s colorful, super detailed, both in the ‘macro’ and ‘micro’ sense, and it’s in the Goldilocks area of complexity. Complex enough to be interesting, not huge or complex enough to be a pain in the ass to traverse or explore, with just the right amount of secondary routes. And they are full of secrets. They are a joy to play.
That said… I’m not too hot on the combat by itself. First, the sound. I’m finding the two main weapons (revolver, shotgun) to be weak and without a noteworthy sound effect. It doesn’t sound as good feedback for the weapons they represent. In general all the sounds are a bit too old school, they sound a bit muddled.
Second, the combat itself. The AI sucks. And I don’t mean ‘they aren’t a crack elite squad that coordinates superb between them and flush me like an expert’, I mean in the sense of enemies mostly staying on the spawn position and shooting, or move very slowly. In a few occasions they were like trying to move against a corner so add also possible AI pathfinding issues.
You may argue “they don’t have to be SMART, they have to be fun to fight! Demons in Doom weren’t exactly smart” (insert smug emoji here). But in old school games like Doom combat is fun thanks to most enemies projectiles being avoidable and variety of enemies (enemies that spawn other enemies, that resurrect allies, that charge at you in a straight line, etc) that allows for a variety of combat encounters. Here most enemies are hitscan enemies, beyond a pair of ‘small annoying’ enemies, without any special ability or pattern of attack, and in fact a slower and more careful pace is promoted thanks to the hit location damage (aim for the heads).
Oh, one more flaw of the combat: there are not pain animations. Tsk tsk.