Honestly, this is a large and ambitious game, entirely let down by the framing and intro sequence.
Before I have any clue what the game is about, you're in a room, manually starting a PC game. Will this ever be relevant in the game, or support its core gameplay or narrative? There are mentions that you've been trapped inside, but unless it has a proper payoff later…
The room is okay; nothing special. Plain walls and ceilings, default Unity skybox outside, a chair you're not sitting on, a light that flashes as you look up and down, a very thin table, a perfectly reflective ball and a bunch of props. Weirdly you can't turn a full 360° angle, but you can turn further to the right.
The in-world Options menu is very interesting, the gun prop is also nice, as you get to use that gun later in the game.
But overall I don't see a reason to keep this in, as this will decide the first impression of people going into your game, and it's not what the game is actually about.
Then you start playing and get a lengthy intro and explanation of many mechanics and again, I don't think you need it.
Firstly, an infodump like this without experiencing it in the game is not something players will remember, and some things I believe people would intuitively understood right away or soon after encountering them in the game. Like red blob = health. Or you could have a brief onboarding level at the start (so you begin with actual gameplay, and learn the purpose of the items by seeing them in context and using them – e.g. see something like the Half Life training room). Or pause the game and show an explanation the first time you collect something.
So I believe I would have a better first impression if I just appeared in a room with many portals without the explanation and learned as I go. Remember this is a web game, and when you let people go for five minutes without experiencing gameplay, many turn away.
I wonder what would the player drop be if you used the Newgrounds.io API for events and added analytics for "started game", and "entered first portal".
https://www.newgrounds.io/help/components/#event-logevent
The goblins' level is the first one with proper gameplay I'd say. It's when I started to have fun and when I realized the scope of the game. It took a moment before I realized I need to select my weapon AND reload before being able to use it, though.
My main takeaway is that I'd prefer fewer, but smarter, more tactical enemies with different attack patterns. There's too many for the starting weapon you have, so you either stand in cover so you shoot enemies coming only from one direction, or run around in circles with an ever-growing horde of enemies chasing you around.
The goblin level at least had more types of enemies and status effects and a clear goal, the night level with zombies (?) and wendigos (?) was all about running in circles until they gradually took me down.
Then I somewhat lost interest to try again for the time being and never got to unlock a new weapon or an ability. Perhaps later.
Other things:
– the glyphs in the pirate level are bugged, I cannot pick them up with 'E' as suggested (luckily you can return to the Hub via options)
– the projectiles shot by the goblins look weird, at first I didn't realize they're supposed to be arrows
– the orbs can appear inside each other and overlap
– it would feel nicer if the enemies had some kind of hit reaction, a brief recoil. There's the on-hit particle effect, but it doesn't *feel* like your bullets are truly affecting the enemies.
As I said, this is a very ambitious project, with a lengthy intro before you can experience the gameplay – which is pretty fun, but has its own flaws and space for improvements.
EDIT:
Thanks for replying with the explanation and considering my suggestions.
One thing many games do and you could maybe try, is starting with the core gameplay already in one of the levels, and then showing the intro and explanation as a flashback when you first return to the hub area (“Don't you remember how you got here?”), when people will be more receptive to hearing more information.
In any case, good luck, I hope you get to finish this and turn it into the game you envision.