Right! I've tried it some more and have some feedback to give!
This is an extremely technically impressive game - a high-speed 6DoF flight controller arena with competent-seeming AI that actually works in 6DoF space. Add in that you made a fully functional gamemode and various weapons/tools that are all different, in two weeks, by yourself? Astounding work.
I do have a couple of points of feedback if you'd be open to it?
- I think the physgun is too game defining. My matches were a repeating loop of "shoot balloon on chest, fly away with it", or having the AI do that to me where I couldn't catch them. I think for a game that runs at this speed, the ability to grab the objective and carry it away is way too strong - perhaps you should consider more indirect ways of moving it, i.e. making the balloons have a stronger lifting effect, or a means of blasting the box away?
- There's something off with the balance of the scale and the movement speed. You have to boost everywhere to make any real progress in the colossal map, to get to a comparatively tiny little box, at which point everyone just congregates around the box - the map is huge but the area of interest at any one time is very small. I'm not 100% sure on what to suggest to deal with it, but it leads to the scale feeling a bit empty and extra. This is just my opinion though.