It's pretty good for about 75% of the length, but past that, it definitely overstays its welcome as it recycles the same enemies with literally just a different color, the level design gets progressively worse both in terms of gameplay and visual design and it gets topped of by a crap final bossfight where the arena is literally just a cube with invisible walls because making visible barriers was too much effort at that point I guess.
A more tactical approach to the FPS genre, the levels are more puzzles that you have to solve rather than simple stages in most other shooters. That being said, the "puzzles" generally have only one "good" solution despite, on the surface, appearing open to player agency. Furthermore, the game is pretty small and short, so a lot of artificial difficulty - especially in terms of frustratingly bad RNG weapon (in)accuracy, but also in very slow movement speed, etc. - has been added to pad the playtime. In terms of graphics and sound, the game is pretty good in terms of production value. Looks good, sounds good, voiceacting is solid. Only technical issue I found was that the input to pick a weapon from the ground is often ignored, which is super annoying in cases you have to pick up anti-tank weapon for a quickly approaching tank and it does not work so you just hopelessly mash the button hoping it works before the tank blasts you to bits. Overall, it's a good experience most of the time, but when the artifical difficulty crap rears its ugly head, the game gets very frustrating. There are certainly better ways to handle balancing and pacing than making a rifle, which IRL has effective range of 500m+, so inaccurate that you can't hit a house while standing directly in front of it.
It looks and runs good, that's about the best I can say about this game. The main issue I have with this game is how bad it is at communicating important information to the player. You have a set of resources. You mouse over them and it shows you only the amount you have and the resource limit you set - which is not the same as storage limit, which is not shown. The amount produced per cycle is not shown either, gotta search for that somewhere in the menus maybe, or calculate manually from your buildings. And so on. As such, it is unnecessarily hard to figure out what is going on in regards to production. Time and time again, I found myself overproducing certain resources and lacking in others, but I wouldn't find out about it until my resource levels started falling down rapidly. Unnecessary micromanagement is another issue. You have zones where resource gathering buldings gather them. They are a set circle you have to manually move. No way to enlarge them, no way to paint your own zones, no. Again, you find out when the resources start running out. Whoever thought this was a good idea should not be designing gameplay systems. And I could go on. Game has a lot of interesting systems, but it also tries to reinvent the wheel all the time on gameplay mechanics that have been basically perfected over the years. Unfortunately, generally it's making the experience worse.