Thank you for playing!
The railgun ammo is a bit too scarce. I suggest to add a secondary weapon slot, and leave the rockets to be a tertiary option with a different keybind (maybe R? makes sense...)
I could start the player with more ammo loaded into the weapon. I ended up cutting the amount of ammo provided by crates so they give 1/8th to 1/12th the max ammo amount, but maybe it's too little now. I've been quite torn on whether or not the player should have two weapons - the missions are very short and the game's playstyle tends to change dramatically with certain weapons, so having more than one might be too much firepower. That said, I can see how being able to switch on the fly to a second weapon would still be nice.
The menu music is a banger, and the sound design is really good... except for the rotary cannon spin up sound, i didn't really enjoy the high pitch of it.
Interesting. I'll try lowering the pitch of it - maybe it is too high. It's actually the classic sound of the Splinter Cell night vision goggles going off combined with a sped up minigun spinning without ammo.
The visuals are amazing. I like the pixel(? (voxel(?)) style environment destruction a lot. Might be my unconfirmed autism ringing, but I equally enjoy the warm and comfortable color pallette, especially the amber-light grey UI of the menu. I really like the mech design as well.
Glad to hear you liked the visuals. Technically the models are both! I make everything in voxels and then convert them to pixel art sprite sheets which are then stacked up in "slices". Sprite-stacking is the term for it - it's kind of uncommon since it tends to be hard to optimize, but I've developed some methods to keep things going smooth.
I think this is pretty cool, and i'm not even really into these type of games. Good work.
Thanks again for playing and the feedback, it's very appreciated!