Post Void is two things - an incredible experience and a controversial videogame.
As an experience, it's a genuinely engaging composition where all the elements come together to create a kind of a hypnotic experience. Looping music, constant restarts, the flow of the game, the unending corridors extending through space in front of your eyes, and the blinding gunfire flashes put you in a headspace of pure interfusion of player and the game. Your health is ever draining, and the only way to heal is by shooting your enemies, forcing you to constantly push forward - you quickly find yourself in a zone, thoroughly focused on the experience.
But then there comes a moment when the spell wears off and you start noticing the cracks in the game design. You suddenly realise how luck-dependent your performance is. The rewards offered to you after every level are random, and because there's not that many of them you often find yourself being offered upgrades that make absolutely no sense - like, for example, being offered two weapons when you already have one and then a compass. The upgrades are not made equal either, meaning that some of them are so situational (such as faster run speed when you move backwards) that they could as well be an empty space. You often finish a level, and instead of an excitement of a new reward you are met with pure disappointment, and the impact is not just emotional, but it can actually lose you a run sometimes.
Then there's the layout of the environment. While the first few levels are always generated pretty straightforward, later zones introduce verticality to the mix. It's hard to give an unambiguous judgement here. On one hand, you can accuse the game of breaking its own rules by introducing a mechanic that goes against the uninterrupted hypnotic flow of the earlier levels. On the other, you can claim that learning to navigate progressively more complex layouts is part of learning the game. Personally, I found myself usually managing to find out the proper way forward in appropriate time, but there were many cases of me getting simply lost too - or losing my orientation and running backwards. (There is an upgrade that's supposed to help with that - the compass. However, I found it doing more harm than good - it was distracting and it forces you to forgo another, usually more powerful upgrade.)
Enemies that you fight in this game are another divisive topic. While usually you can spot them from far away, the level generator sometimes places them in ambush positions - such as behind where the player will be, shooting them in the back when they enter the room, or concealed by sharp corridor turns. You can find it annoying and unfair - or you can say that recognising the potential traps is also a part of learning the game.
This is not a game everyone will enjoy. While I found myself enchanted by the aesthetics and the flow of the early levels, later zones seemed to me to be usually frustrating and not that fun to engage with - especially considering that every time you die you have to start back from the level 1, meaning there's no accessible way to practice their layouts and enemies. It also meant that first two zones quickly became a trivial timewaster, forcing me to pay a toll every time I wanted to practice the third zone, which was actually the one that I needed to practice. While there are many things here definitely worth engaging with, ultimately it can become a frustrating experience - unless you are a type of player who enjoys the slow and methodical skill improvement.
fun tho