Right off the bat, the menu navigation is incredibly unintuitive. I find myself often confused by what stats do or how they influence each other. The menus in nearly every aspect are quite bad, I understand this is likely something that will be refined throughout development, but they are quite poor as is.
Rather than emulate Risk of Rain's UI (speculation on my part), you should take more inspiration from Armored Core as that is more mechanically the game you are trying to pay homage to.
Laser blades are horrible, I'd argue bordering on useless. I'll likely repeat myself frequently, but you should look to Armored Core here. In every AC game, laser blades will carry you forward with momentum, swinging the blade at the apex of the animation. As the "kick" already has this functionality, I think something similar needs to be implemented for laser blades. For direct inspiration, refer to the Playstation One Armored Core games. The PSOne AC games are short enough, that I'd recommend playing them hands-on if you haven't already, for research purposes.
When boosters are enabled (allowing your mech to slide around at high speeds) the jets on the legs should turn off as you stand stationary, if for no other reason than because the ambient noise can be annoying. I'm not sure if this is a bug or intentional? but if intentional for the purpose of telling the player "your boosters are on" I think it is unnecessary. Armored Core handled this in AC5 by having a simple icon on the UI saying "BOOSTERS ON" which also added to the immersion. It may be worth investigating this.
Shields are both too good, and not very good at the same time. The hitbox for the shield does not make sense to me at all, I'm not sure how it determines whether or not I've been hit. I also have no idea how damage mitigation works? Is it nullified up to a certain amount? or does it reduce damage by a certain amount? I think using a percentage would be more intuitive while also introducing an obvious flaw/penalty. In AC6 percentages are used, similar to how shields work in Dark Souls. Shields also seem to have no penalty? When I get a shield, I see no reason to ever turn it off or disable it, which isn't fun as it isn't a choice; get shield, activate shield, done. They should incur a speed or energy penalty of some kind to deter players from just activating them and leaving them on, that is boring.
The environment is very visually noisy. I often find myself getting lost or confused, even with the big sky beacons. Enemies blend into the background frequently, and I find myself in pain from the eye strain. The environment textures should be a duller and more muted palette, and the enemies should be crisper, so-as to stand out. You should look at the PSOne AC games for inspiration here, while not perfect themselves, the visuals are crafted in such a way that this problem does not occur. I cannot stress this enough, with all the janky and imperfect parts of this game, the visuals are the main deterrent for me to engage more thoroughly, as it literally hurts my eyes.
In general, and I only say this having watched your dev-logs in the past, I think there is too much Risk of Rain here and not enough Armored Core. The more I played, the more I felt like I was playing RoR with an Armored Core skin stretched over the top. I think the best parts of this game, by a wide margin, are the Armored Core influenced parts, and the weakest parts are the Risk of Rain influenced parts. I think it would be worth taking the time to play through the numbered Armored Core games (if you haven't already) for research purposes. Playing and experiencing those games will be much more helpful than watching gameplay videos. A lot of what makes those games enduring classics that people return to IS the game feel.
Forgive me as well, that this is overly negative. While I do see potential here, as it is, I can't see anyone playing this game for more than 20-30 minutes before getting bored. An Armored Core roguelite is a unique and interesting idea, a "Risk of Rain: but Mechs" game is not. Why would I play this over RoR? I wouldn't, but if this leaned more into being an Armored Core game that was a roguelite (something that the AC series comes close to but don't do) that would be incredibly compelling, as the main weakness of most AC games is that they 'end' (if you can call that a weakness per se?).
I'm not a developer, and I don't want to just outright tell you what to do or what ideas to pursue, but if nothing else, I think you definitely need to play and critically examine the Armored Core series in general. I think doing so will only help you and guide you to a more captivating vision for the game. I wish you nothing but luck and hope for the best going forward. I'll be eagerly awaiting further updates. 馃檶