Review:
Overall, not bad for a first game. The level design gets a little sloppy towards the end and it feels a little rushed. The waterfall idea was actually really good! The game runs really smoothly, but there aren't very many reasons why it wouldn't.
Entity Placement:
Not very many entities in the entire game, which would most likely be why the game runs smoothly. The gibs flying at you didn't really scare me, but it was a nicely implemented effect.
Segment Choice:
Using the same segment over and over again kind of got repetitive. If there were defined "rooms" in the game, then it would make a little more sense, but it just seemed to twist and turn back onto itself towards the end. Another problem is the lack of a ceiling on the last section. Whether that was intentional or not, it didn't come off as looking good, so I would stick to putting a roof on there.
Lighting:
The lighting overall made it look pretty good, but the green light became a little annoying because it was a little bright and it was in every corner. If you change the light to a darker color or change the color completely, that should be fine. Also, the lights didn't seem to be coming from any where. There weren't very many light sources in the map, but there were a lot of lights. Instead of using the unlit lights for the ones that you have in there now, use the lit version of the same lights.
Enemies:
Good choice of enemies, but one hit kills on them made it a little too easy. The enemy towards the end of the level when you're in front of the sign was a good placement. It made me jump a little bit, because I thought I cleared out everyone... Give the enemies a little more strength, but not too much to where you can't kill them with the ammo that you have.
Weapons:
Having one weapon in the game was ok. I wouldn't suggest adding more until you have a couple more maps in the game. Also, make the ammo pick up for it a little lower, because I want to feel like I have to conserve ammo and not just run around shooting where ever I feel like it...
Less ammo makes for a better horror game, because once the player is low, he/she panics and that adds a little bit on to every other scare tactic used in the game.
Overall: 7.0/10
Well, I hope this review was in-depth enough for you. I hope you can be able to take this advice and use it to make a good game. Note that I didn't try to bash your game in any way, and if it seems that I did, know that it was because I was pointing out things that could be fixed, and not saying "Haha... Your game is bad...". I hope to not be known for things like that.
If anyone else would like this in-depth of a review for their games, email me. If I get enough emails, I may start up (I know it's been done before, and they almost all fail, but I want to do one anyway...) a review site for FPSC games and demos.
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