The game’s equal parts frustrating and interesting. I can see two main development paths for it depending on whether you want to lean more heavily into the bullet hell shmup aspects or the stealth and cover aspects.
If you want to do the former, boost the movement speed of the mech - even when not dashing - let the player plow through buildings, remove the ammo mechanic for the primary weapons, and widen the streets so it’s easier to move around without hitting your head against a building constantly. This would make the game play more like a Smash TV-style twinstick shooter, but with the addition of using buildings for cover. And no, it wouldn’t matter that the mech destroys buildings it moves through, because the mech still has relatively low health, so you still want to use buildings for cover, so you’d only want to crash through buildings to duck and dodge and not just to wander around between firefights. Also, make enemies occasionally (say, a 5% chance per armor layer missing) drop repair pickups and ammo pickups. Then the (seemingly) endless hordes of enemies become something you can actually enjoy fighting instead of just a slow inevitable grinding down of your resources and health.
On the other hand, if you’re going for more of a stealth-focused gameplay style, you NEED to fix the enemy AI behavior. They spawn way out in the corners of the map and then seem to automatically know where you are and head in your direction long before they’re even visible on your main screen. Give the enemy mechs a visible vision cone ala Metal Gear Solid so you can get them from the side and behind and ambush them. Also, reduce the spawn rate and maximum spawn count, since this play style would be less about taking out hordes of enemies and more about sneakily ambushing and killing enemies Hotline Miami-style. This doesn’t sound as personally fun to me, but it would at least be a way to do the “tactical stealth” concept properly.
The cursor/crosshairs for targeting are really hard to see in a firefight. They blend into the explosions and motion way too easily, especially since they’re RED and your HUD turns RED when you take damage and enemies light up with a RED outline when they spot you. Maybe let the player customize the HUD/crosshair colors, maybe just decide on multiple colors that stand out from each other and the environment better. Even just a black or white outline for the crosshairs would make them stand out way better. Also darken the environments a touch - bright grey-white streets and buildings, bright white and orange explosions, bright orange and red fires, they all make it hard to focus on the crosshairs.
On the topic of weapons, maybe I’m just not privy to the underlying mechanics, but I can’t tell much of a difference between the Autocannon and the Rotary Cannon. The Thermal Launcher is at least clearly different, being essentially a flamethrower with a funny name, but the other two both seem to just be rapid-firing machine guns. My advice would be to replace one of them with either a melee weapon, like a sword or katana, or with a slow-firing, high-damage, sniper rifle-like Railgun. Or add both!
Also, do the missiles have lock on? I don’t think they do, but sometimes the enemies would develop a red box around them that made it LOOK like I was locking on. I’m actually inclined to believe that was intended to convey to me that the enemies were aware of my presence and going into attack/alert mode, but I couldn’t tell a meaningful difference between attack/alert enemies and unaware enemies, so maybe instead of a red box, the enemies should physically change somehow to indicate they’re alert and coming after you. Like having panels open up to make them look more spiky and aggressive. Assuming that even matters and you don’t decide to retool to more of a fast-paced shooter like the first suggestion.
That’s all I can think of for now; I hope these ideas are helpful for you! They’re just my opinion, and you’re free to take or leave them. This game certainly has promise, and I’d love to see it refined and rebalanced as a complete game someday!