Thanks for the input, myself and Jakyl11 have been tearing the engine apart over the past couple of days so it's nice to know it's working well!
-A tutorial/intro: Even though I know this is just an engine to work out the bugs, it might help introduce the player to the game and the controls if you had this. A quick 5 second pan of the camera and then a refresher on the controls might be all thats needed, and will also hook the player right away.
The instructions option on the main menu runs through all the game play and control options - I added this a few weeks back to make sure it was enough to set the back plot and tell you how to move around and interact properly.
I've opted for Enter for the interaction key, but I may add this to the list of re-definable keys in the game.
-More detail: Again, I know this is just an engine so its not a priority, but some extra things in the room to give it life, like pictures on the walls, windows, cobwebs, etc... just little things.
In some of the rooms there are already things like pictures and mirrors, mainly there as a proof of concept before adding more around the general playing area, but I love the idea of cobwebs - I'll definitely add some of those around for more atmosphere think!
-tweek the monsters: I noticed that when the monsters (ghosts especially) attacked you,you couldn't really get a chance to step back and shoot. Consider making them pause after hitting you or something, so you can get away, and then you can just raise the dmg they do to counter this.
I've set the engine so that if you're being attacked it will shove you around and slow you down, but you are still able to use the run key to move away and get some decent shots in - even with the faster moving ghosts. You can actually outrun anything that comes at you if you want to.
Definitely getting close to the engine being finished now though, the speed and lag has been an issue but it's slowly coming together now with input from the forum and great help from Jakyl11. There will be more monster types in the end linked to certain actions as trigger points. I've already set a lot in motion with floor switches and invisible trigger points to spawn the monsters. There will also be more puzzle work to do to make the game more challenging and increase it's longevity so it becomes more of an adventure than and all and out shoot em up.
One quick word of warning though - the load and save functions work at the moment but not between releases of the beta as it tries to load into game data that has changed so can have some odd effects so they're more made for the final release when no more code changes take place.