Thanks for the critique! I'm Arathamis from Twitch xD, The Composer and Sound Designer. I agree that the barrel is somewhat hard to get exactly where you want right now. It's already on my list to bring up for improvements! We also planned to have the female enemies shoot bursts, but didn't get the model in till a few hours before the deadline, so we couldn't make a new animation in time and program it to work properly. We planned originally to have at least 1 Boss Fight by the deadline but didn't have the time to get it working. Our plan was to have levels of dealing with enemies and a boss fight after, where you had to use the environmental damage sources to beat it. Using barrels or shooting a light fixture down, etc. We had the barrel and dropping something, and wanted 1 more idea, but we knew we wouldn't be able to get all of that in by the deadline. After a few weeks, we will definitely have more to provide a more well-defined experience. Do you have any other nitpicks we might be able to improve?
I think that environmental damage is a cool concept in general, but personally I loved weaving between the enemies and getting straight shots because my focus (sightline wise) is on the enemies shooting at me, not the barrels that aren't threatening me. A boss fight would be great as long as it encourages repeated movement around the field as opposed to shooting while still. Also, I'm down for having a low number of bullets, but maybe not less than the number of enemies on the field -- that might just be me though. I didn't notice that the enemies were female or that there were female enemies -- if you want to differentiate enemies, I would suggest making the design more distinct to signify that I should expect to encounter different behaviors. Hope this helps! Would love for you and your team to check out my game too to give feedback!