Thanks for trying our game, i'm sorry you didn't enjoy your gameplay experience, here's some explanations according to your observations on the game:
1. You're right, the map is too big (it's a city after all), but if you only follow the roads it's imposible to get lost since the items where placed near them and the city road layout is not too complex, for the progression, there's actually a hint of the direction you must follow to get to the Boss when you rest at Campfires (the character sits facing at a fixed direction, the camera position needed adjustment when resting at a Campfire tho).
2. Footsteps sounded fine to mme (maybe i'm deaf xd), for the variation there's actually a pitch shift (+-1), looks like i need to increase it a little bit.
3. Yep, there's only 2 enemy types an 1 Boss, i wanted to add more but the jam's deadline was too close to do that.
4. There's a reason why it feels repetitive, the Campfires do not restore your health items so you'll have to get them yourself, also the ammo were placed near the zone were the Glock is located, so their placement serve as a hint.
5. The weapons where placed according to the map progress, Baseball Bat for the beginning, katana for the middle area, with the last weapon being an exception (you need to do a detour from the main path, so the Glock it's located directly behind the boss room).
6. Yeah, that's the hardest part to do since the environment assets are not custom made, Kuwahara filter was used but still wasn't enough for the desired look.
7. Well, the player character is only human after all...
8. The player is supposed to always look at the stamina and health bars, other than that, there were missing animations for the locomotion to indicate when the player is going at normal speed --> running, around 16 animations just for the player an weapon locomotion, excluding enemies, also we couldn't find an animator for the jam so there's that...
9. That wouldn't make sense in a big city environment tho...