Hey Federx!
Here are the negative things I noticed while playing through (A)WOKEN:
1. Post-processing & slow-mo causes issues for my ultrawide monitor where it looks like a 16:9 overlay is applied starting from the left side of the screen leaving me with one screen for the game in 16:9 super-imposed over another in my regular resolution.
2. Some of the buttons for the level select menu did not work unless I was in a 16:9 resolution.
3. Going into fortress mode seemed to get rid of the footstep sound effects.
4. I like that I can hold back and press shift to turn around quickly, but when I hold back-left and back-right I still end up getting turned around quickly when pressing shift (which to me does not feel natural).
5. Is the shotgun hit-scan with a single raycast? I ask because I was only ever able to hit missiles out of the sky with it (which is a cool thing to be able to do!) if I clicked on them directly.
6. I think the inventory menu needs more labeling. I had no idea, for the weapons, which slot on which arm I was going to be changing out when selecting between different weapons.
7. Having to hold 'C' to heal feels a big cumbersome. Would be nice to be able to toggle it.
I was impressed with the variety of weapons in the game, but I do wish the enemies were more of a challenge. I never felt very threatened by them, but maybe I only played the easier levels.
Overall I think you're doing good with getting the vibe of a chunky bipedal mech down. The view from the cockpit is quite nice. The shaking of the cockpit and the sounds of the mech whilst moving do a great job of making the player feel its heft. Excited to see your progress in next demo day! Keep up the good work!