Thanks for playing it buddy, and I'm glad you like it overall. I'm working on the full game now, and will start a new WIP in good time. All your suggestions and feedback on the new work and ideas will be much appreciated when I start posting them up.
As with everything in this demo, it was put together really quickly. I agree all the 2D and UI stuff could be better. Peter did a great job on the art, but how it's interacted with, it's arrangement and the polish is not there. That'll be a sorted out in the full game.
The full game is going to be a completely new beast. I'm starting it from scratch, and it'll have some changes to the core gameplay mechanics as well as loads more content. I should move from a fun demo to more of a credible full game.
Some core things that are changing/new:
1. I'm introducing height. I've played around with the concept and I'm pretty sure I can add staircases and different heights, while maintaining the same arcade feel. Adding the crosshair based aiming has made this possible where it wasn't in the past. This means jumping gaps, falling down holes and defending high ground will be possible.
2. If you don't like the levels that come with the game, you can make your own in a level editor out of prefabs. It'll be nice and simple, like FPSC, but should add a lot of longevity to the game. I'm working on the level editor right now, so it'll be one of the first things in the WiP.
3. I've done some prototyping of full on dismemberment, and am confident I can get a really gory damage model. Once I've got rag dolls in there, I should be able to make some really awesome deaths.
Then there are all the other additions: multiplayer, different game modes, new weapons and power-ups etc. Hopefully it'll be 10x the game the demo is. Time will tell!
Edit: The installer wasn't necessary for the compo btw, but it made sense to add one to try and get a bit more polish in there.
Thanks again for playing.