I'm really surprised by some of the comments here. I think I remember Xplosys or so complain about how this community got hostile but this is a prime example of how nice and friendly everyone around here is. Especially D0MINIK who gives this a 6 out of 10 and then hopes you wont be mad.
Alright: I made it to level 5 and got stuck in a wall (thats not your fault) and ended it there. I think it was 5...could be 4. Its the one where you get to the elevator

. (that was the punchline...you always get to the elevator/door/switch here)
Alright, now, I try to be as constructive as I can about this:
Quote: "Yes, I also know that the game is VERY stock heavy. It's not about the custom weapons and characters and segments, it's about the gameplay, and how fun it is"
There is the first problem. I know, that since graphics in videogames have reached stellar quality and since its no longer "wowing" the average player...also since the beginning of the hippster internet movment where everything with a high production value is deemed as shallow and inferior to older games. Until the game we have now will be goldies and people hate on the games of the future...complaining about the visual design of something will be immediately bashed. However, this is one of the primary aspects of shooters because FPS Games usually base the gameplay heavily around the map/location. Really think about it: The first shooters where so fascinating because of the 3D Navigation. It was new and fresh and action packed. You didnt play doom because of the complex gameplay did you? Even Half-Life and its sequel, which are highly praised have this simple essence: LEVEL/SHOOTING/ENEMIES/SITUATIONS. They inject story and simple puzzles aswell as mood enhancing moments but at its core its LEVEL/SHOOTING/ENEMIES/SITUATIONS. These aspects need to shine for the gameplay to be any fun. However, you fail at them. Alright, before I get into the core aspects that are wrong about this game, lets point out some things you did well:
* Narration. Even though it was easy to tell that the game has been voiced by younger people, the narration was easy to understand and had some selfaware jokes at times. It was okay and added something to the game.
* There are 2 or three somewhat clever moments where enemies spawn and ambush you...more of that please.
* You changed the title and loading screen and spared me the awful stock soundeffects that usually played over them.
* It was always clear where to go, the levels had a reasonable size and sometimes sent you back over a clever route.
Now lets get into the negative aspects:
The first room immediately telegraphs the player that this game has entirely been clicked together in FPSCreator without any effort to add any kind of aesthetics, style, personalisation or other aspects of gamecreation to it.
It will be devoid of life, fun and feel like a quickly dragged and dropped together AI test level.
There is a wooden bed (you have scifi beds in your stockbank...) a wooden table and cosmics hightech wall texture shimmering at you in overly bright bloom effects. A mysterious voice tells you to get that gun on the table and off you go blasting through waves of repeating enemies which are usually not hitting you or placed in an unfair way. There is no cover or any way to cleverly approach enemies without taking damage. You just have to assume that you have a lot of hitpoints and brainlessly run and gun through the empty rooms.
Speaking of empty rooms and hallways. I kind of felt like I was in some kind of infernal cube movie and had to fight myself through waves of alienlike creatures and robots in sterile environments. You are best playing this game staying in aimmode with your tavor, that way you dont suffer from the recoil.
What follows are empty rooms with enemies that just seem to be randomly placed. You can mow them all down if you peek from a corner. A lot even dont hit you when you are standing in plain sight. It introduces enemie AI later on which immediately results in clusterhumps of semitransparent WW2 characters and scifi creatures which the player will just shoot all of because he will be frustrated at the time he reached that part of the game. There is also no negative effect or reason not to shoot your allies.
Here are some things you can change to instantly improve your game:
*Dont drag and drop stuff into maps, string them together and call it a game. Just because you can doesnt mean you should.
*Take another look at marathon: It has... coherent visualdesign. Interesting enemies, simple architecture rather than box/hallway/box/hallway. Try to jot down the enemies you like about this game and take a look at your own game as if you didnt make it yourself.
* Add some logic to your levels: Where is this/why is this room here/how did the enemies get here and where would they position themselves/why is the elevator switch here and what else could be here?
*Texture flickering: Hunt it down and kill it, its frequent and thats really amazing because there arent many objects in this game.
* I know its hard and takes some time, but oldschool games rely a lot on primitives for their leveldesign: (giant lowpoly pipes to walk over, lavapits, huge hexagonal areas etc.) so picking up the basics of modeling and texturing would be a cool idea.
* Play some other old shooters from the sprite era. Compare:
Fun/speed/flair/humour and gameplay. What do you like? What would you like to have in your game?
* Dont make your loading screens and interface in MSPaint. Old shooters often had really cool menues.
* Keep up the entertaining narrative but maybe add some emotion to it. I dont mean a realistic reaction to grinding down dozens of enemies, I can see you go for a lighthearted style, just...well... he seems a little bored. Maybe watch out not to add the voices where the player might still be shooting because I missed some dialogues because of gunfire.
* Sounddesign: Add some.
* You dont need to script very well...you can collect fun scripts around here on the forums if you like to. You do need scripts to have any kind of gameplay outside of "get to the switch" "get to the key" "shoot that".
I think its endlessly fascinating how you just announce that you want to focus on gameplay and everybody instantly agrees with you on that and gongratulates you on doing so yet what you use is the most basic things in FPSCreator/ FPS Games possible.
Just like the videogame "Okami". You just need to give your game a cellshaded look and japanese visuals and everyone will get overdefensive of an otherwise mediocre game and praise how it is a work of art in an otherwise shallow industry. Yet making a cellshaded toon plattformer/combat game is endlessly more easy for any CG Artist than delivering assets for even the most run-of-the-mill shooter. You just "marketed" something for focusing on gameplay rather than evil graphics to an indiegame making community and even though you have not yet done that, everybody instantly high-fives you.
Best luck with your further development. Nevermind my grammar, english is still not my native language
-Wolf