POST VOID as high octane shooter with trippy visuals. The game asks you to play active and constantly be on the move, but disorienting players is also one of its goals. Post Void's style is its challenge. I wouldn't call it a good game but it's a fun one.
First levels are one storey high, which makes it incredibly easy to land head shots. I had a run with a single straight corridor. All I had to do is keep holding W and occasionally click my mouse. You may expect to have some straight sections in your runs too, and structure gets better in late game. There is slight curvature to the floor to compensate for how flat levels are but it just isn't wavy enough to challenge the player.
Most of the time enemies stand behind the corner and start shooting immediately after player gets in their view. It's not the unexpected position of an enemy that's the problem, it is that they are prepared for the player. First levels introduce turrets as well, and these guys have a small delay when they shoot. They also may or may not spawn in large open rooms near the ceiling. It's hard to predict where they are or if you will see them at all. But because they have a delay when shooting at the player there is a time to react. Taking hit is an inevitability in this game.
Another thing affecting reaction is graphics. The game uses flat sprites. It's cute but in later levels, when verticality is added, it sometimes becomes unclear whether you land in an empty corridor or on top of the enemy. You just can't see flat surface when you're above.
In Post Void, after finishing each level you get to choose an upgrade or a weapon. But guns are not straight up upgrades. In case of Uzi and Knife they're downgrades. All weapons should be equally balanced so player would have incentive to choose them. But I found only two options optimal - Shotgun or basic Pistol. Uzi has insane recoil and slow reload, and Knife is close range, it doesn't work with bigger magazine or faster reload. Other guns just outclass them. The only use for Uzi or Knife is when you want to spice up your gameplay, but you could do the same if they had more upsides to them anyway.
Shotgun is an interesting one. While it reloads as long as Uzi, you just don't have to aim with it. Pistol is only strong if you make a head shot. Shotgun just kills everything in close range. With the amount of corners this game gives, enemy's advantage in the beginning of the game becomes their disadvantage with shotgun in player's hands. Really goes to show you the power of this gun and the problem of designing it. But still, without fast reload you might get into trouble later if cornered by one unkilled enemy.
Pistol remains the strongest weapon. You better aim with it but if you don't it's okay - just spam. Its fire rate is pretty good and the recoil isn't hard to controll. But if you picked another weapon later you can't change it back to pistol.
In short, every weapon here has it's own strengths and weaknesses. It doesn't make sense to put them in the same line with other abilities for the player since they're supposed to be clear upgrades. Although it appears rather fitting.
Most of the abilities are useless. Like 'Compass'. All levels, although are not strictly linear with start of 2nd act, still maintain one general direction and once you play a couple of times it becomes hard to get lost. 'Ghost' allows to not get stuck on enemies up close. One of the best skills. If it worked: it just slightly reduces speed decrease. It also makes the ability to run backwards faster useless - it's already bad enough when you are forced to go forward only. 'Exploding enemies' doesn't seem to be damaging surrounding foes. And the only good skill affecting them is making their bullets slower. The number of abilities is too small and I think there are so many things you could do at least with jumping or sliding. Other skills are just faster reload, more health or bigger magazines, and these are good but really basic. I would pay extra if this game had more creative approach to what player can do.
In this game you constantly loose health. To replenish it you have to kill enemies. When player is low on health large numbers appear on screen indicating 3 seconds left to live. And even less if you get damaged. The problem is that these numbers are so large it becomes hard to aim. Which isn't the thing you want when your life depends on your next shot.
POST VOID has a big room to grow. But, that said, it's still fucking fun. The game feels fun because of sound design, music, visuals and really tight level design. It all gives this drive anyone who loves speed can enjoy. And I guess it only proves that terrible game design decisions can be overlooked with only a handful of refined ones.