Alright... tried this extremely good game-demo tonight and here my conclusions, so far... the game looks absolutely interesting. I love almost everything of it, has some features I find absolutely original and adding value to the game's project. I find it almost perfect. Almost.
Here I can tell what is wrong with the game... aside a light note about texts in the graphic design ─ Unreal Engine can easily handle new fonts and there are a plenty of free for commercial use original fonts worth being used which would give a sense of official release to the game and I highly recommend, from my professional point of view, to do it ─ and the fact, for example, that the save points should let us know we actually saved the game... I have to say one weak spot, that can be more than just aesthetics, is the dialogue system... why that invasive screen-wide bottom bar instead of, for example, using texts like are used in comics? Nobody does that and that's a pity and a shame I'd say. The use of text areas near the character add dynamicity to the whole look and feel of the game and the dialogues result in being "alive", not that static as they are now.
Anyway... the one and only greatest problem with this game that made it become, at least for me, completely unplayable is the camera settings... man... frustration grew up so wild, in the Generator's area against the enemies waves, that I had to quit the game straight away and I "hated" that!
I "hated" that because I'm actually in love with this game and I hate being forced to give up with something I'm in love with! So, my vivid suggestion to the author of this gem of a game is to provide a new feature that allows the player to fully customize the camera view, because a zoom option at least should have been there since the first release and the chance of having Judy more central and not moved all the way out of the screen ─ because that's how it feels! ─ making combat an absolutely not justified hell made even worse by the lack of a Skip command for the XXX-scene!
I would have had some soft-lock option to target the opponent especially considering the melee combat, that I found a perfect idea for the game and that just needs be better controlled.
The camera all decentralized view made that even more difficult and that's what causes the greatest frustration in what is, from all the other points of view, a great combat system when using fire weapons! Hence, my suggestion is to have Judy's character moved slightly more central... right now we have her basically occupying the whole 1st third or forth section of the screen all on the left... if we ideally divide the screen in four sections she should stay in the 2nd section from the left not the 1st one where she is now, which in terms of Aurea Section basically is like having her position right in 1/3 of the screen by default allowing the player to actually see what's approaching on the left side of her which right now is an unrealistic completely blind spot.