This game no doubt has the potential to be something worth playing, but sadly it has numerous minor faults that stack up to make a wholly dissatisfying and frustrating experience. These are some of the problems I have faced with this game.
The mech you have to pilot is, for the most part, clunky, which results in a game that is no longer challenging but simply frustrating. The enemies will often bombard you with bullets, sometimes filling the screen, which would be a fun a challenge if your mech could actually move fast enough to avoid them. The maneuverability of your mobile suit leaves a lot to be desired and the awkward controls wouldn't be such an issue if the enemies and obstacles were carefully planned around these deficiencies. Unfortunately, they are not, which resulted in me dying countless times. If it's not the speed that's the problem, sometimes it's not visually obvious whether or not something on screen will actually damage you. Sometimes the smoke from explosions (mostly cause by your own bullets) obscures the stuff that will actually kill you, giving you no time to respond when it becomes visible. Other times the "bullets" themselves aren't distinct enough to provide a visual cue that they need to be avoided. Sometimes it's both, and more often than not there's so much happening on screen that it's a headache to even process it all. This wouldn't be such a problem if you could move fast enough to deal with it.
While the mech's movement is painfully slow in the standard levels, at the other end of the spectrum are the zero-g levels, which are frustrating because there is simply too much movement. Every time you move your mech it starts to spin, which can be overcome by holding the "fixed angle button", which locks where you're facing at that given moment. This is fine when you only have to shoot things coming from the right, as you can just jam the button down and move freely while shooting in a single direction. If you have to shoot up or down then it quickly becomes a mess because simply trying to get yourself to face the right way is counter-intuitive, and if the level happens to automatically scroll (as some of them do) chances are you'll be crushed by a wall before you manage to correct your position. If the enemies don't kill you, chances are the level will.
In most run and gun games, the screen either scrolls automatically or moves with the player. In Gunhound, facing the other way causes the visual area to shift, which sounds useful in theory but proves annoying in practice when merely trying to run backwards to avoid enemy fire causes you to lose sight of the very thing you're trying to keep tabs on.
Something as simple as jumping isn't as straightforward as it should be, either. You have booster packs which have a delayed start, which makes it pointlessly difficult to time your jumps in order dodge the incoming barrage of bullets, lasers and missiles the game frequently throws at you. Sometimes the bullets are so big or so frequent, jumping them is pointless because the limited boost capabilities mean you just fall back into the line of fire. The developers have probably attempted to add an element of realism by making the Gunhound have to work against gravity so much, but it just adds to the frustration of gaming experience.
It's also possible to glide along the floor using the booster, but if you jump to avoid an obstacle, when you land the shock absorbers kick in which momentarily delays your movement, which completely throws off the timing of any subsequent jumps and therefore ruins the fluidity of motion that boosting ought to give you. Furthermore, the apparent weight of the mech and the slow boosting makes the flying levels hell on earth. Holding the boosters (eventually) shoots you to the top of the screen, while letting go of the boosters for more than a split-second will cause you to plummet to your death as you fall faster than the boosters can fully activate.
I'm all for games that require good reflexes to win, but, for me at least, the timing required for some parts of the game is beyond what is physically possible. For example, airborne enemies will swoop in, fire a missile and leave the screen before you even have time to react and shoot them down. Generally, there's a disconnect between what is needed to win and what you are given. The game demands speed as the various enemies and obstacles require nimble movement to be overcome, but what you're given simply doesn't meet that requirement.
I love run and gun games like Metal Slug and I love mecha, but this game falls short in so many ways.
Get it in the sale if you're really curious but for the most part you're not really missing out.