Alright, so, had a quick run through, one where I purposefully lost at the end game, and a second where I finished it without taking damage, something that, given the plentiful access to areas where you can do *Jump Over* commands, it becomes pretty easy to herd the zombies around while also avoiding damage,
First and foremost, the attention to detail so far in mimicking the game play style of Resident Evil 5 is pretty strong, was extremely glad to see features like combining ammo in the menu and such make it in, as its one of things that allows for, in my opinion, a sort of skill curve to the game outside of the actual combat, once you understand that you can make two simple button presses in the inventory to restock the ammo of your weapon, rather than sit through a potentially lengthy reload animation, the game becomes far easier. If I had any suggestion in this for the menu, instead of perhaps allowing the menu to remember where you last left the cursor, I'd personally prefer it if it reset back to the center of your menu, which I believe was how it functioned in RE5. Of course, its not anything big, just something my hardwired brain will have to get over in its muscle memory.
As for the rest of the gameplay, I really dig it! Didn't try to struggle out of any sex scenes just yet, so I'll have to see how well that does when it comes to recovery/sweeping out enemies around you as the post mentions, and can't say I have tested yet fully to see if it has made it, but if you DO manage to include melee attacks based off reactionary shots to the enemies body, you'd immediately capture one of my favorite aspects of the game, and something that goes far in creating a higher skill curve mechanics wise, allowing you to conserve ammo, and do a fair bit of crowd control while remaining invincible for that attack/animations period. The controls themselves are pretty good too, at first it took some getting used to on the pad, but its nothing that is over the top, and easily services in catching that Resident Evil 4/5 style of play, more particularly Four than Five if you ask me, but that's not necessarily a bad thing. If you don't mind potentially allowing the game to be easy for those who feel like tackling a different control type, I'd suggest trying to emulate the control type of Type A/Type B in RE 5, it has this head turn feature which, allows to continue running in the same direction, but turn your head to the side for view of whats there, as well as instantly aiming in that direction... this allows for far quicker turning and more precise control over where you start off aiming your weapon. It gives more control to the player, but with some tweaking and polishing, the one you have already is good as is, and I have no real complaints with it outside of suggestions to maybe improve it if anything!
As for the technical aspects of the game, I am running a Nvidia GTX 970 card, and a late 5th gen, quad core, 3.20 Ghz processor and 12 gigs of RAM... and I didn't really experiencing any churning or FPS issues while playing... only experiencing the odd polygonal popping from Jill when aiming or trying to switch from animation to the other... at least I think thats what was happening... could just as easily be something similar to Skyrim/Fallout and breast jiggle mechanic night mares where they suddenly go completely bananas and stretch off into infinity. I think the most game breaking bug I managed to encounter twice was somehow, via Alt-Tabbing I believe during the inventory menu being active, I soft locked the game... still capable of opening the menu and restarting, but unable to move my character, or access the inventory menu, the character just frozen as if the menu was still open and there for use, but without the option to actually make it appear.
In any case, LOVE the direction this is headed and this brief proof of concept, if you wanted to take advice when it comes to anything, I would focus on tight corridors/angles which, similar to what
Jesus mentioned could create some tense situations where the player feels more vulnerable, and would definitely make even slow enemies such as the ones in this Alpha pretty threatening, even more so with tank like enemies similar to the Fat Majini in RE5 or whatever else you might manage to cook up... heaven forbid you decide to pull a Resident Evil 1 and have dogs burst through into a hall way out of nowhere from outside. Either way, definitely will be supporting the patreon to see more on this, as this is by far the most interesting project I've seen be produced from it personally at least, though, the fact it touches on one of my favorite series AND games of all time doesn't hurt... definitely managed to pierce one of the few soft spots I have, and I wish you the best of luck in further developing this!
EDIT: And of course I play to find out that shaking them off actually makes use of the melee animation... great stuff! Forgot to also mention how well done the reactionary damage for the player is done, top notch stuff in emulating RE5 in another spot!