Gave the newest build a shot, it's starting to look like a very solid base for a full game. I've found some bugs and I have some suggestions.
Bugs:
Some z-fighting with the dummy bot, particularly on the warehouse stage. At one point the mesh floor on the warehouse briefly displayed over the dummy bot's decal.
Suggestions/Compaints:
Eruption's flipper feels super anaemic.
Carbide's spinner feels like it's very slow, but with a ton of torque.
Everything feels like it has way too much HP. Except once an AI Carbide's blade fell off just by hitting my Eruption, with no non-HP damage being cause to my Eruption.
It's difficult to figure out what's doing damage when Original Sin's opponent is taking damage. Is it impact with the arena wall? Contact with the wedge arm things? It feels inconsistent.
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
Eruption's limited CO2 supply is realistic, but not very fun at all,
especially with how weak its flipper is. Maybe give a debug option to allow unlimited flips?
Part of what made RA2 so long-lasting was the fact that component data was stored in a user-editable format, allowing for customization. Would it be possible to read robot data from text files, allowing the user to edit carbine's spinner speed or eruption's flipper power, for example?
I had a couple more bugs and inconsistencies but I've forgotten them now. Oh well. ¯\_(ツ)_/¯
Edit: I also managed to flip the DB out of the sumo arena without the DB being killed or the round ending