hey, great job! I did a few playthroughs. feels snappy and fast, which I like. more quake than cs -- seems to fit the ghost in the shell universe.
clearly you spent time on the look and it's visually consistent. music and audio are great -- good job! have you played blacklight? seems like you're moving in that direction -- they also dig this sort of orange palette gritty look.
my biggest piece of feedback is probably that you need more [audio, visual] feedback on taking damage. I had no idea I was about to die in the first two playthroughs and was surprised when I did. it's difficult to learn what punishes behavior and what does not. in particular it's unclear what kind of risks you can take when engaging the mech -- I'm pretty sure I figured out how to cheese it by standing on top of it, or right under it. because its behavior is pretty straightforward, the damage requirement to destroy it can feel like more of an annoyance / grind than a boss battle.
having both E and space is maybe strange; not sure. I did enjoy using it as an escape button. maybe keeping the high jump and adding a slide or dodge is what you're looking for?
also, I feel like the basic enemy type could be more of a challenge. I like going for one taps a lot but it doesn't feel like there's a lot standing in my way there. I would like to be using cover more too.
anyways, great work! impressive stuff, glad the team came together.