this is a phenomenal looking game. from the gameplay to the UI, you've really done an excellent job. i tried both missions, i got A+ on the first one and i failed the second one a few times in a row.
from my time with the game i had two major issues:
readability and encounter design.
for readability, in the first level, the sand colored mechs are in the sand colored streets surrounded by sand colored debris. the biggest indication that an enemy was nearby was the red triangle above their head(s). because of this my eyes were glued to the radar, which was a better way to find enemies than just the screen, which is a shame because i am spending my time NOT looking at the great art. how about a red outline around the enemies? maybe change the mech color? it felt the worst when an enemy would be in the middle of a destroyed building covered in rubble, i can't see the mech at a glance. i also had some minor trouble gauging my HP/ammo but i got used to it quick so it might be an user error.
the second issue is ensuring you are in a fun environment to kill stuff in. the more destructibles are near you the better the game is - empty fields are boring. i think a simple solution would be instead of the enemies coming to you, they might be attracted to some mission objectives you defend, ensuing that you move around "populated" areas and are thus always near new stuff to blow up. i felt this when i went out of the map-bounds on mission 2, it was quite empty and shooting the worms just wasnt the same as blowing up a mech in a city center.
while i did rant a bit, don't let this detract from the fact that i loved this game and found it gorgeous and fun to play. keep doing what you're doing, you've got a great game already and it can only get better.