I've seen some people complain about the art style of Telos, saying it seemed too bright/colorful, along with saying they weren't a fan of the spidermechs. Personally I love those aspects, but are you planning on changing it for the release to cater to other people who may find the style offputting?

The current art is rough and the style will be refined over time, but if someone hates color they'll probably never like it. It's never going to be a muddy brown game with realistic graphics. Part of the reason I went with vibrant colors and simpler shapes because it's easier to read. In competitive play for some games, some players will replace the brown/realistic textures with bright colored flat textures to improve readability, but that means people playing with the arguably better looking default textures are at a competitive disadvantage. I don't think that's an ideal situation -- so instead, I want to design a game that looks good AND already has good readability. Art preferences can be subjective, but I do get a lot of compliments on the art so I feel like I'm on the right track -- but again, things will definitely be improved and refined over time. I wouldn't describe anything I've done so far as "final." So far none of the playtesters have complained about the spidermech and people seem to be 50/50 in terms of liking/disliking it (when they mention it at all). While the player character will probably stay anatomically similar, the current placeholder art is obviously pretty dull, so I'm hoping those who don't like it will come around when I have better art in there. And farther down the road, I want to offer cosmetic customization options so there'll be some variety. The spidermech is about two stories tall so I can't really replace it with a human unless I change the scale for the entire game and it'd probably be tough to get good humanoid animations as an indie dev so even a big humanoid robot wouldn't be ideal. Plus, it's cool to have it transform for zero g vs normal gravity.