The game looks heavily unfinished. Controls are pretty clumsy. Aside from that, procedural generation works very well. I do believe that if you had more time, there would be something cool out of that :) Do not give up!
I'd appreciate not losing power while the skill tree is open - there's so much to read! Also clicking the skill buttons seems to fire and drain power too.
It looks like you've done a lot of good work here. My advice would be to focus on tuning the controls and core FPS mechanics so that your more interesting mechanics have a chance to shine through.
I like the world size and the idea, and congrats for the procedural code, but the camera isn´t working well, and it break a lot the game... I've made my game in unity too and is a 3th person shooter, and I leave the source code oppen, if you want you can look my camera script, this is the link : https://ldjam.com/events/ludum-dare/39/bots-forest
The controls were my biggest problem with the game, it felt very strange having to turn on mouse camera controls and when they were on, I would expect a one to one look from mouse input like most fps games. Also it never felt worth it to fight enemies, I would just run past them. Nice generation of levels and the minimap though, those seemed well done.
The whole thing felt a bit jittery and hard to controll, after i enabled the option for the mouse it became a little better but not much. Props for adding settings for control and sound. I think this could be a fun game with some more love but the level genration was well done my feeling is you had spend a bit less time in that and more on the contolls the game would have felt more complete
Seems like a good idea that didn't get finished. The bullet ricocheting off the walls were a nice touch. Took me a while to find out how to rotate. I could only play for a brief time because FPS games make me very dizzy so it is possible it would have got better
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It looks like you've done a lot of good work here. My advice would be to focus on tuning the controls and core FPS mechanics so that your more interesting mechanics have a chance to shine through.