Hi Nazandr, thanks for your feedback!
Happy to hear you enjoyed the feel of the shooting, this was something I was particularly proud about because it was the first time I had written firing like this and I loved how well it worked(I am always going to push myself to do new things in jams). It uses a combination of raycasting, illusionary particle effects and object pooling for those particles to get the fire rate up high and the fps stable(The particles you see travelling to target are a total of 5 objects being recycled). I could've pushed the fire rate to the moon with this but the problem was the sound, I would've needed to do the sound effects for the shots in a different way because it becomes too much for the ears. I was happy with how it came together though, maybe I'll do a youtube tutorial for this kind of firing system some time! It was still missing screen shake, muzzle flash and mech barrel animations though but there were more worrying things to address.
So let me dive into the beef of your comment - what did I do.
The assault mech (protagonist). The model and walking animation I took from the store, however none of it is linked to behaviour, the code you get with it is written for the purposes of the demo scene that shows it off. This model was actually not so great to work with because the rotations do not align correctly with Unity's coordinate system. So when I used Quaternion.lookrotation and slerping to rotate to the aim target, it was all wonky. This is where I learnt that you can "Add" quaternions together by multiplying them together, but it is not commutative, so the order matters, that was an annoying little lesson! So I was able to offset the spastic model direction and that got it right.
The model textures were also quite realistic, really nice for a high quality project but out of place in the low poly world I was putting together. I created a new material from the flat cell kit shader to "cartoonify" it up.
It also didn't come as pieces. So in order to create the intro scene where Dom is working on it all broken up, I had to get it into blender, but it was some kind of "ASCII" FBX file, so I had to use an autodesk converter to do so. Even then it shows up in blender as one piece, no hierarchy. So I had to tear it up into the pieces I wanted and then patch it up and reimport it.
The walking animations for the model while great, did not come with any kind of logic I could borrow from. So I created an animator, took the animations I wanted (just walk+run+run_jump) and plugged it into my control system. The animations weren't blending together well at all though, this is where I had to learn what a blend tree was, very cool! They were also read-only so I had to learn how to get around that as well.
Before I even went to this mech I spent a lot of time in Blender making and animating my own mech, and it was about there but the animations were really difficult to get right and I am still brand new to rigging and animating in blender, at some point in the process I decided to drop it and go with a store bought model, purely to be able to get walk animations.
Next the jumping/jetpack - the trickiest thing to get right was the jetpack power, to have it strong enough to accelerate the player up when already falling to the ground, but not so strong that the player could jump, immediately use the jets and fly to the moon. I ended up using a raycast to the ground to help mitigate both sides of the equation but ultimately I don't like where it ended up. I think I would program the behaviour differently if I had to do it again.
The biggest "steal" from the assets I used was the map itself. I spent about 3 hours writing a random map generator using the synty city buildings as prefabs and while it worked pretty well to place buildings of the same size, it was really difficult to get it right with buildings of all various sizes, while still looking aesthetically pleasing. So I decided to drop the custom map generation and instead cut a corner piece out of the synty city demo scene, patched it up a bit and then wrote+applied the necessary destructible scripts and layering to the map objects.
In terms of modelling - the only thing I did myself was the rocket car. This was modelled from scratch in blender. I also animated the tires for driving but never had the time to actually implement movement on enemies.
It took me 4 days to get the player controller/mech playing and feeling right with flying/jumping/shooting/slamming. A day and a half to do the intro and learn timeline. The last day and a half to sort out the map/enemy logic/enemy spawning(incl. that flying drop-in aircraft logic - I enjoyed that a lot)/boss logic/death+victory cinematics/game state+scene management/bug fixing/balancing.
Anyway, I hope you can see that although I did borrow a lot from store assets, I did a lot more than just "glue stuff together". Thanks so much for your feedback and I hope this gives you and others with the same concerns a better understanding of the work done.