Thank you for playing and the feedback!
Text can be hard to read, especially in the hanger.
I've since changed and replaced a few of the fonts, particularly the small ones. The next build should be way more readable, sorry about that!
The crosshair being the same color as the enemy indicators makes it easy to lose track of in the chaos of combat. Color change or a line coming from the mech would minimize the issue.
I've implemented a settings menu where you can change the reticule and also add a laser line if you'd like. You'll also be able to change the position of the incoming enemy indicators too.
I'm not a fan of mission 2, Kiting a (nearly) endless swarm gets old fast. Perhaps having a rush of worms to block shots for a more dangerous ranged attacker? Then the player can choose to break through the front, maneuver around the worms or try to break up the group using terrain. Alternatively use the worms to flank and block maneuvering against a more dangerous attacker? Then the player needs to prioritize, kill the flank to open up maneuvering room or kill the dangerous attacker to reduce the threat.
Yeah, I'm not happy with it either. The final version of that mission will be a lot more fun and also have a proper map. It's not as fun if the enemies aren't interacting with the buildings and tearing them down. I didn't want to reuse the city level though, so I ended up having it take place on that cheap placeholder map.