Hey there- thanks for typing this all up, I appreciate the feedback! I'll be responding to a few of your points, just know that I'm not trying to argue, just explaining my perception of things and trying to understand.
I'm sorry to hear that you didn't like the menus! I recently made some big changes to the in-mission equipment menu to try and make it more intuitive and have largely received positive feedback on that, but it sounds like you would like more iteration there, so I'd love to hear more specifics about what felt bad. The rest of the menus and UI are very directly inspired by Armored Core so I would also love to hear more about what has still felt unintuitive in those as well. It's worth noting, too, that I do still plan to add a way to view explanations for individual stats, and I'm also considering changing the font as I've had a few people complain about the readability.
I hear you on the boosters- to me it seems strange to not have boosters make sound while they're on but I've heard enough feedback about this that I'll likely be adding a separate volume setting for folks who want to adjust that, so hopefully everyone will be happy with that regardless of their preferences!
I do plan to display more details about the various shields' stats to help explain their various resistances, so hopefully that'll be helpful as well. There's a chance I'd adjust some things about shield functionality in the future, but honestly even with shields being as powerful as they are a lot of newer players still avoid them, so I'll keep thinking on further adjustments they could receive that feel fair and interesting. I also think the fact that shields take up a slot that could be used for a weapon is a downside in its own right, but you may disagree.
I know my implementation of melee weapons is relatively controversial- one of the things I loved most about the Armored Core games is the skill expression that's possible, though, and I really feel like requiring the player to position themselves intentionally and maneuver their mech to make the most of their melee is an awesome gameplay feature. That said, I've still heard a lot of criticism about the melee, so I've reduced the startup time recently to help things feel more responsive . I also do plan to iterate on melee more, I'll be reworking the system and adding 8 more types of melee weapons with differing functionality, and I'm also considering adding an accessibility setting that does the auto-lunge for folks who struggle to execute that manually or just prefer it that way.
I appreciate the feedback on the environment, too- I've had a number of people ask that it be easier to distinguish the enemies from the environment so I definitely plan to iterate there! I'm also sorry to hear it hurt your eyes! I've not really received that feedback before, do you think the difficulty in distinguishing the enemies from the environment is the main cause? Are textures too cluttered? Something else? Also, if it helps, I have added a radar system recently to assist with finding hotspots and the transporter, so there's a chance that will help too. Future updates will expand the functionality of that as well.
I will say I'm surprised to hear that you feel there is too much Risk of Rain DNA in RIG Riot- I actually feel that there is very little at this point beyond a little about the structure of the runs so I would love to hear more about that. I agree that the main issue with AC games is that they end, that's actually the reason I started making this after 100%ing AC3 and 6 (I've also played a good bit of 4 and 4a). Ultimately, though, if the structure of the game isn't for you I'm sorry to say I won't be altering the core elements of it at this point. No hard feelings from me if that makes you uninterested, by the way- I can't make a game for everybody, and there are enough people with dozens of hours of time in the playtest that I know there is an audience for what the game already is.
Again, thank you for taking the time to write this up, I genuinely appreciate it. While I am a bit confused about some of the points you've made, I do see that you care a lot about Armored Core style games, just like I do. I'm super excited about the mini renaissance of core-likes happening around us, and I hope my game will help inspire more people to try making something similar themselves.
-Sage