Nice job with the amount of content, asset loading could be smarter to avoid ANRs when switching scenes. I like what you did with the cockpit
also can I detonate the TOW rocket in mid air pls
Played the new imsim level.
Noticed that if I put the mech in the cage and then get back in I have to go walk out before interacting with the cage again. Would be nice to just instantly be able to get out again.
Revolver model was cool. I think your out-of-cockpit mode expands the kinds of puzzles you can have in Awoken, but it still needs some work. Whenever I look down I don't see the MC's giant breasts.
I think for future updates you should focus on just refining the current features and feel of the mech and out-of-cockpit mode. This latest update seems like you might be scope-creeping. I've seen people looking forward to your game already before this so it's not like you need to give even more variety to the gameplay mechanics.
Ganbatte, Fed-san.
Hell yeah mech fights! I'm both amazed and confused, have some praise have some doubts...
From the start, mech models, cockpit, weapons, handling, integrated UI, everything is great, feels great, loved the small camera showing our mech from the angled front view. The environments are hit and miss though, levels consist of mainly basic geometry and big textures, some of them were glossy, other textures were very detailed which looked off in the vicinity of simpler ones. The big level (as in the characters telling me it's huge) had it the other way around, ground texture was just so low poly I could count pixels. In that level trees looked very nice and that contrasted with that texture (and some trees were levitating). I don't know what the deal with the lighting is but something tells me it shouldn't look like that - in the dark rooms and with a flashlight rooms are just too dark. Overall levels are simple and almost feel like a rushed job when compared to the quality of the mech. In short, game looks like it was developed for N64 but with extension memory going in gigabytes.
I did the whole available playthrough and I'm not sure about the plot either. I see it's a play "art vs author" with a little bit of 4th wall breaking, but I guess that also ties with the title - your assets are waking up to the reality of you, the developer, "the Boss", throwing at them stuff to blow up. I was just going from level to level waiting for the typical conspiracy stuff to happen, when suddenly everything felt a little too much on the nose.
From the smaller things, one boss looks almost exactly like Metal Gear. Boss fight with gravity changing was cool. On two occasions fast moving boss mechs were stuck in the wall, both sometime after they deployed turrets and energy shield. It took me a while to understand what TAB menu does, that could use some idiot-proof tutorialisation. I tried to pick up some items but I can't? I deployed one tank just to get a pick-up with another tank and I still couldn't do it. I tried all possible buttons but I don't know why I can pick up normal weapons but not deployable stuff. Sensitivity was super high when leaving mech, also 3 spiderbots IS too much. I had to cheese it by activating their spawnpoint, run back through the door and then taking potshots from the doorframe (cool reloading animation though, was worth it!). Mission with destroying the giant gun is kinda lame, the gun has so much health you just have to shoot at it constantly. There should be limited weak spots that deal massive damage and explode. Physics demo basically stops when shooting explosives at the wall. When there's only debris I have 5 FPS :( I can bust through the walls no problem though). Oh, and I found this guy!

There's a lot to like but levels have to get another look. Game can benefit greatly with a cohesive design, right now it almost feels like any texture, no matter the quality, was added to the resources (so I guess it plays with the story very well?).
The arcade mode is still by far the best part of the game lol, the game is already quite big and you are still adding more content. The imsim stuff is nice but now you have to design levels with that mechanic in mind, it's gonna become a never ending cycle. These are just my thoughts but I would like to see you just polish what you have already, especially the arcade mode.
I also found this kek.
Good work Federx!

Pretty sweet to see all the progress made in this game, the scope is getting pretty big with the PhysX, gravity flipping, and ImSim elements.
Seems like you are adding a lot of stuff which is cool but I personally would rather have what is already present be more polished than have a bunch more mechanics, even if the new mechanics are cool.
Keep up the good work!
always see you posting progress cool to see how much you made, I have never played a mech game before so I cant think of anything to compare it to / don't know what is considered good in the genre. I like the handmade anime portraits, I also like how you mixed up some big open environments and dark claustrophobic ones. I only played through 5 or 6 levels I feel like there should be more enemy movement patterns/ attack types, like a fast enemy that try's to circle around you to shoot you in the back or a mech that's like a sniper and you have to avoid there targeting system. Very cool game lots of cool things you could do with it

Hey i gave it a go, i have a bunch of feedback notes:
When you fire a weapon there's some cockpit shake but i think the vibration on it is too high frequency and maybe needs a cubic fade out if it's not already doing that. i think it's the same effect as the "take small damage" effect and i'd say the same for that one though maybeup the shake amplitude. When i get hit by a rocket i think the cockpit is playing a "jumped" animation without playing the shaken effect which feels very weird. It could also use some "i am inside a machine getting destroyed" audio for getting hit. Some metal getting scrunched or something, maybe red flashing. The character and their reactions are probably my favorite part of the demo, but they're hard to notice while getting swarmed.
The sprint/boost game mechanic i kept having a bad feeling about, tried to figure out exactly what's going wrong. I think the issue is controls inconsistency. If im holding forward and right diagonally and shift, then only hold forward, the boost movement sound effect is playing but i'm still going slow, i suppose it did a sudden dash movement then gave up. I'm not sure why i'd ever want to use the short dashes, they don't go very far. i can just hold w, shift, never let go of shift, and i get the best mobility in every direction. if i'm holding shift then a direction it skips doing the dash but letting go of movement keys to not dash feels a bit awkward.
Radar feels very short range considering the scale of some of the levels, id suggest using a log distance scale radar or something. it wasn't obvious that the health gauge and time guage were different parts of the ui at first. sometimes the weapon cycle shows the wrong weapon as next. the railgun and laser don't seem to shoot straight at long ranges, some kind of convergence issue maybe.
All that said i think the part of the game that stands to benefit the most from some work is the shaders and lighting, not sure how easy that is in godot. I had some fun zooming around in arcade once i figured how how to play and that i need to keep shift held down all the time.
Not sure why but it feels smoother than the last version I played, which was maybe from 6-7 months ago. Boosting and flying around with the mech is still fun. Played 4 levels including the imsim one and I enjoyed the ones with a more straightforward objective (got lost on one level and didnt know where to go) Looking at other reviews here, I also felt that it may be a good idea to start focusing on the best parts of the game, which is mech maneuvers and testing different weapons. Having different missions as opposed to a straight up arcade gameplay is cool though. Maybe with the "im sim" approach, you can have a hub area to go upgrade/ customize your mech inbetween missions instead of doing it debug test style as the game has it now. I wonder if you could have some sort of a currency you earn with these missions, that you can spend inbetween missions to unlock things. Nuke is my favorite weapon, it's so ridiculous and fun.
Video Feedback:
You have a solid base but it's going to need a lot of polish so be careful with adding too much content to it if you want to wrap this game up within the next 2 years. It also gave me motion sickness so a FOV slider would be appreciated.
I really don't know why I never tried this game in the other DDs I participated in, must have been very busy or maybe it wasn't out idk. Well, here's a first impression after the tutorial but I wanna give it more playtime later. The get off the mecha tutorial almost filtered me but I think I get it, its a cool mechanic.
What I liked:
1. Music.
2. Physics and controls feel so good.
3. The audio whenever you get a new weapon.
4. The inventory menu animation and the hud, well everything in the UI.
What I didn't like:
1. The beeps when an enemy is nearby, even when I'm shooting at it and I'm not getting shot. Maybe it could beep when I have an enemy behind me or I actually get damaged.
2. The grenade launcher does a really small explosion for the damage it does.
Minor stuff:
1. When I turn off fullscreen I don't see the window bar even when borderless is turned off. When I decrease resolution the bar is still outside of my screen. I think this is made in godot because I had the same issues, what I did was add code to center the window in the screen whenever I change video settings, can't say its the best way but I verified it werks at different resolutions.
I played through the tutorial and the arena. I think you have a good base here, but some UI elements were a bit confusing for me. I couldn't tell when my weapon was off cooldown and when it could be fired again. Also the dialogue text jumping to different parts of the screen depending on who was talking was hard on my eyes. Took a while to load scenes despite being on an SSD.
it took 7 seconds to show splash screen on sn8950 and 7950x3d and 64gd ddr6 6400mhz system.
I think that either your start up scene or maybe your auto loads have too many load() or too many references...
Or you are using preload() in your startup code too much
I don't know if you reqlised it but your font has some weird anti ailising or something
Every level is a violent explosion of vertex chaos and then i die. Fix your shit (i'm on windows and AMD gpu)
I wish it did not hanged when you make game to load something and more smooth transzitions without visible hickups
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