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(+1)

Time played:30 min
Mech feels good to control, surely more arcadey than sim,  I was dashing around but found myself randomly pressing the  180º rotation combo when moving back, I'm thinking since the rotation is so fast I'm not sure how useful would be in game, there are a lot of things that make me realize everything is at embryonic stage so I'm not going to spend too many words on random fps drops or me getting stuck in walls.

So what will be the level design inspired to? I can see you're aiming toward big spaces so probably is going to play something like you're going to fight multiple enemies on each turn, I would suggest to distinguish the enemies more by giving yourself some priority towards each encounter, for now there are 3 type of enemies really: 1)enemy that chases you 2) enemy that shoots you a missle 3) enemy that snipes you.

talking about the third type, your dash can't really do anything towards dodging the hitscan, I suggest giving some travel time to the bullet so people can get those sweet feelings of perfect dodge cause right now they can hit you regardless of the distance.

Granade launcher doesn't really "launch" and the granade rolls more than flying, I personally like to anticipate the trajectory of the ark of each launch of granade, I'm not sure rolling granade was the design you were going for.

The crosshair is so cluttered with things, also slightly lower than the actual aim, you might reconsider a redesign that gives priority to useful information and not have so many lines where you actually aiming.

Random thoughts:
-Stomp effect once falling looks like you're being damaged
-The Gatling glitchs after some damage
-You can't turn off the super booster once engaged, feels clunky
-More sound feedbacks on the HUD, like changing item with mouse wheel and equipment with the inventory