I've pitchtfork started all 5 episodes of Blood on Well Done (I've yet to finish Cryptic Passage, but just from playing first 2 lvls I don't think it will standout from over all experience) - pretty fun experience, albeit tedious at times with pitchforking and trail n' error.
I'm especially sick of gargoyles. Such an braindead enemies that often get stuck when flying and it's annoying to get them down (wraiths are guilty of it too). Also they're quite tanky, so there is an incentive to pitchfork-circlestrife them when there aren't that much resources, but it gets boring really fast and Tesla gun take care of them really easy later on thankfully.
Zombies are too very easy to kill just by getting to higher elevation, since their attack doesn't seem to reach vertically, but I really like how you can us them to boost yourself.
It's great how unconventional weapons are with various utilities - Voodoo doll's 2ndary is a BFG knockoff, Life Leech's is a turrent that can be pushed around with pitchfork, 2ndary of tommy gun is really good at clearing spiders, hands and other pests. However, as Hyperfist noted there are too many fire weapons that fit the same role with only difference being availability. This can be annoying against tougher enemies, like stone gargoyles (although 2nd of life leech is really good against them).
I've played with mouse look on Fresh supply version and camera tends to shift up and down on slopes - edit: there is option to turn off slop tilting lol. It can be also hard to hit some enemy sprites from high up or under water, since they're not fully 3d. Shelob is wierd example. The only effective strat I found on her is jumping on her with shotgun, because other weapons do jackshit, but it's very specific and odd angle that's easy to miss and I dunno why it works, because shooting her normally with shotgun isn't that effective. Some of those issues are probably solved by auto-aim, but I didn't test that.
I've enjoyed Post Mortem the best. I really liked the inclusion of green and blue cultists. Non-hitscanners cultists really bring variety to encounters, especially green ones, which I like to use to kill fodder enemies. Except the final boss, which blows (like all boss in this game tbh). Like many enemies, it has rock-paper-scissors balance with its weaknesses and game goes to far with it. Mentioned Beasts are weak to fire and you can empty entire Tesla gun and don't even kill one and there are 3 of them in E6M8. No idea why designers even bother to give you one if it useless.
It's also cool how non-linear some lvls can be. It's very satisfying to sneak up on cultists. It feels very natural that you want to utilze hidden paths, windows and elevations to get advantage on them with how merciless they're. E2M5 can be beaten under a minute by jumping on zombies and getting moon key early.