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?).