Wow, really impressive stuff here! Really gives me Severed Steel vibes with the way you've setup these really fun and frantic firefights where you're constantly on your toes, diving through gunfire and grabbing whatever guns you can get your hands on when you've run dry. The Madness vibes are great as well with all the cool gore, varied executions, and tons of weapons to try out. I also liked some of the crazy systems in play, like getting tac bar back if you dive through gunfire, making effective use of it very rewarding. Again, really neat stuff!
Unfortunately, while I think that the game is pretty cool, I'd say it is more cool in how it has loads of potential, as its current setup is just way too rough and unrefined:
*While it starts out alright, as the game went on it felt like combat was just way too fast and confusing to keep track of. The combination of enemies suddenly being able to spawn out from monster closets wherever and whenever, enemies always being aggressively locked right onto you and firing undodgeable hitscan weapons, the player getting practically no feedback from damage (especially tac bar damage compared to health), not being able to keep track of enemies positions through things like footsteps which are absent, and so on and so forth made a lot of fights frustrating messes where you just get constantly killed before you realize and can't do anything except trial-and-error memorization.
*Diving could've been the savior of the combat here, especially since it looked like you were going in the right direction with being rewarded for good dives and making it possible to tactically chain them together. But without slow-mo for a dive, it felt pointless as it was impossible to get any accurate shots off during, and despite always trying to dive through shots, it didn't feel reliable to get the tac bar reward, leaving me unfairly high and dry. The worse part as well was how absolutely terrible it felt to hit space and C to dive: just make it its own button for gods sake, like shift!
*There was also tons of jank with the game. For example, ammo counters were incredibly unreliable as it seems like they don't update until you fire the gun: whenever I picked up ammo from the ground or picked up a dual wield weapon or swapped from a dual wield weapon to a new single one, the old ammo counters would remain what they were before until I fired, making me think I had more or less ammo than I did. Not ideal for frantic firefights like this where every bullet counts and I need to know what I have! Weapon management was annoying as well: when you run out of ammo for dual wields, why can't I throw my weapons like I do for single guns? Is there a way I can swap back to single from dual? And so on and so forth.
*Also it felt like the game lost the whole central hotdog mechanic? Felt like it was so important initially before being thrown away. It's ok as a gag but the idea of having to tactically use these 'berserk' powerups could be iterated upon.
*There's also the fact that the camera can bug out and turn way more than you wanted at times: I don't think its necessarily an issue on your part through as lots of these HTML FPS games have this bug for some reason or other.
I really do want to love this game: I think it has loads of potential to become a Madness version of Severed Steel or Trepang2 or so on, but the general combat is just too awkward and unrefined at the moment. If the inventory/ammo management was fixed, slow-mo was added to dives, enemy AI and spawning was refined, and so on, I think this would be some top shelf stuff. Please continue to polish this up as I want this to be great!