Just me posting my feedback on the art build. Some various things that are just personal opinion on how it looks, and also some actual parts that could probably use to be fixed or improved on.
1. The glowing parts on the suit need something to look less flat and bland. Glowing means they dont have lighting and other stuff showing in them properly, so it just looks like a flat shape. Too uninteresting as it is right now. It also doesn't fit in with the suit well enough. Adding some type of a border/edge to the glowing area with a small raise/lowering of the normal map there would help it feel like a different part of the suit attached/sewn into it, rather than just a random glowy spot that suddenly pops up like spilled glow stick goo.
For the inside of the glowing areas, having a slight pattern (edges between hexagonal shapes or whatever probably, so thin lines that leave the majority of it glowing) where that part doesn't glow itself, or at least not nearly as much, so that you can see lighting and form stand out by looking at a slight webbing or structured pattern in it would also help it be more visually interesting and less flat, while helping to keep the 3 dimensional shape conveyed despite it being viewed in 2d. The loss of that shading on a giant area like this is really standing out at the moment.
2. Females feet are twisted, starting at the ankles you go down and they got some weird bends. Not sure if this is from the initial mesh, or Ikinema doing stuff on the skeleton in an unwanted way, though with the ankles upper twist it'd probably have to be mesh or badly located bone pivots to produce that result seen on the right ankle (left side of this pic).
Males feet also have the issue in general, but not the upper ankle twist part at least.
3. Jumping animations, these are a hoot in general with that sudden pose, but that's something that'll probably be polished and worked on in the future with animations and such, key issue I noticed for the current term is the way the bones are setup with the shoulders. Its like the shoulder joint is actually down into the arm a couple inches, and the shoulder blades bone itself was, rather than near the spine, placed where the shoulders bone normally should be. The result was during some animations, but especially jumping, the females arms would do an impression of Gumbi. It was hard to get a good picture with the motion blur in play, but here's some examples of that area, of the mesh, and why I think the skeleton and skinning should be looked at there in most detail.
Also noticed a slightly odd curve in the forearm goign to the wrist area that looks a bit odd on the female how it jerks down rather sharply, before up and then down for the ball/edge of the hand. That extra down bulge makes me wonder if its another skinning issue or what.
4. The males suit seems to dark, especially the back. I think part of it is that the octal pattern wasn't used on its texture and normal map all over like it was on the females, that is overall brighter and more visible. As it is right now, I feel like the male suit is overall more like wierd oily stretched rubber, rather than a cool looking suit. It could use more small details, a pattern, or to be more visually clear and less dark and glossy. Even if the main muscles are left with the darker glossy pattern, having the hexagonal pattern or such over the flatter areas or some parts at least would help it stand out more, right now you got that tiny border area sort of batwing T shaped on the males back, but its just too small to balance out the rest of the backs darkness, while on the female, the constant highlights all over from the lighting hitting the hexagonal patterns normals lets it be overall dark but also have the lightness needed to see the shape and to appear more interesting and structure to the viewer.
5. Males hands, this is just my opnion but I've had it for quite awhile. The males hands are too damn big, it's like the medic from TF2 with his giant thick gloves, but outside of that over proportioned and comedic art style it just looks odd. Especially when done in what otherwise is trying to look like a more photo realistic approach.
6. The ferrofluid sometimes leave bald spots. Probably one of the quicker done things for the demo, but in case it was thought of as being good, might want to look at these parts again before the kickstarter. Range of movement on specific patches could use some tweaking.
7. A small issue, barley worth mentioning on the THMPR, but noticed a bit of its texture that looked odd, might be the UV mapping wasn't done properly on those polygons making up the edge part on its foots covering plate. In this picture, on the left, just to the left of the crosshair, you'll notice that yellow line runs diagonally down that polygon in a way that doesn't match how its painted on any other part of the mech, or hows its doen on the opposite side of the foot. This pic is taken of the THMPRs right foot, and the problem looked at is on the right front side of that foot. Not even visible on the left foot since the front part is covering it in the standing animation on its left left side.
8. The omniframes crotch guard piece has some issues with its normals/smoothing groups. Where it was split with symmetry, the aren't matching up and doing that annoying one sides super light and the other dark issue. Double check the meshes in that area for possible issues in its form, or how its being imported/exported. In 3dsmax I get this sometimes when I export something in the Edit Poly type, rather than changing it to Edit Mesh first. Also sometimes an issue with import and compute normals option when importing into the engine. And much more rare, but the normals texture might actually be the cause of it there. Either way, heads up.
Non art things.
1. A free cam mode, helps a lop to look at the characters if there's a button you can press and hold or toggle to keep the character from spinning around, also is often pretty easy and fast to add in unreal.
2. Controller support on basic axis mappings. Was surprised they weren't actually plugged in. (or my controllers just being ignored for some reason).
3. The ability to hit tab once to go between username and password on the login menu. I have to hit it twice, not sure where my selection is going on the first tab hit. As someone who always uses tab to change field when logging into games or stuff, this one irks me a surprisingly large amount now that its not smooth feeling for once....
4. Not having a fatal crash with peerblock or something blocking the connection, but to just say "hey, connections blocked" or some such.
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I'm curious on what other peoples thoughts were on some of the stuff, like the arms proportions or the glowing patches on the suits possibly looking to flat.
Also, anyone else think that everything might be a little too... dark? Players, player suits, omniframe, THMPR, enemies, almost everything seems to use dark blacks, often with reflective surfaces that make it stand out even more, and it feels like stuff could use some more visual variation. More non shiny paints, more low gloss plastic parts, some leather or such stuff (the tier 1 kaiju was the only non black glossy dominated thing, THMPR being partial exception as its dark blue instead).
Some of this can be dealt with by having customizable colors on omniframes and such, but it still seems like it's something to take not of at this earlier point in the games development if they want it to all be dark and glossy, or perhaps have a greater variety of things or to figure out a more specific visual language of sorts to convey certain factions, devices, or such.