Not too shabby, but gave me a bit of a mixed impression. Overall I think it was well put-together: presentation is very crisp, controls felt fluid, combat was decent, and so on. But in the end, I also had a lot of issues with those. For example, while the presentation was good, there were some weird issues like text being damaged by scaling issues, and the size of the weapons led to confusion on how they hitboxes worked (melee weapons actual reach was much shorter than their visual size, but on the opposite end, guns actually can hurt someone in front of you even if your barrel is past them). The controls were fluid for the most part, but I felt like picking up was really awkward (I would much prefer that right-click pick up what is below you instead of making you have to point at it with your crosshair), and I totally forgot about blocking for a long time since it felt so unimportant/against what the game stands for. Combat was decent, but it felt very basic and didn't really evolve anywhere: the bosses were cool, but the basic arena fights against mooks were just the same all the way through, with melees being very dumb and easy and gun guys being incredibly annoying since they just insta-shoot you the second they're barely on screen and they can still shoot you even with an empty gun!
I feel like I am perhaps being a little unfair: the game built up my expectations so high with the initial impression that I felt a bit let down, and that is a little bit on me. But still, I do feel that while the game is pretty solid, I felt it could be much, much more, especially if it had more novelty and variety to the combat.