This game speaks to me... Thanks to YT algorithm!
I've read through most posts so I guess everyone knows rotary cannon was kinda lacking lol, glad it's getting some love.
Performance wise, it runs extremely smooth on my potato, but the default options almost ruined it with low frames, making the game run at like half speed. Alternate sync instantly fixed my issues. It seems none of the settings properly save and I had to change to fullscreen every time I run the game, thankfully it does read from the ini file to always have alt sync on.
I showed this to a dev friend and he was very impressed, but he did comment that it felt like a tech demo. With some further objectives and (potentially) a procedural game mode, I can see myself spending hundreds of hours on this at least.
Difficulty felt a bit inconsistent at times: on the same level, enemy spawns, I believe, seem somewhat random, at least for certain enemies (mostly the mechs on mission 1). Mission 2 is very WIP, but I do love the overwhelming bug forces and how it felt like a change of pace from the mechs. Mission 3's beginning can be extremely hectic and I wish there were more situations like that: enemies surrounding you from all directions and aggro'ing the player, but as soon as I move away to a safe position and start taking out enemies, this sense of thrill is somewhat lost. I understand it's likely the intention to make it somewhat stealth-focused, but the hectic dogfighting is so much fun. It reminds me a bit of the Synthetik 2 situation, where enemies used to struggle with aggro and can be easily taken out from a distance, splitting the engagements to many tiny parts of the map where enemies are grouped up, instead of a more fluid experience where player is constantly under pressure. Personally I prefer when enemies come in bigger groups from many directions to really force me to be somewhat strategic and take them out effectively, instead of them showing up one by one which can be easily solved by a missile salvo + gun burst, allowing me to play it safe and wait. Similarly, tanks can be super threatening when mixed with mechs, and I love how deadly they can be!
Finally, big fan of the simple and arcadey movement, maaaybe overdrive felt a little weak overall without much noticeable effect, but considering the planned future upgrades, it might be okay. Running out of energy needs clearer visual and sound cues though. I also prefer showing enemy positions around the player instead of the cursor so it's easier to tell and not as demanding on my eyes.
Apologies for the text wall, this is my kind of game and I'm so glad to have discovered it so soon ;D