Nice work! I was expecting just a few rooms & waves of enemies, but instead got a well-paced & varied campaign.
Some ideas - they might seem overly critical but that's only because it's interesting what you're doing in C2:
Movement of everything could be faster, it would suit the bullet hell mechanics you've got (the slow enemy projectiles) & the player could move around more freely. Right now, the only tactic is to keep circling enemies in one direction. It'd be more fun to be able to dodge around larger fields of bullets & avoid hordes of melee enemies (think L4D sized hordes instead of just 3 or 4 at once).
The cover obstacles don't feel intuitive. You can shoot over them, but they seem to block enemy LOS (they don't approach if you're behind cover). Maybe you could have a cover system useable by both player & npcs, which forces the character to duck if they're next to cover (tested by overlap or distance) & stand if they're shooting.
Rage mode didn't seem to do anything. Something that works well in shooters is to build up an adrenaline meter (typically based on combo scoring) then you can activate slow-motion for a short period - this is great in bullet hell shooters where you tactically use it to get out of chaotic situations.
There could be a bigger difference between being on foot & inside a mech - movement speed, special abilties like charging forwards, new weapons like rockets/grenade launchers, being able to move or crash through scenery.
Flamer-thrower boss was awesome, maybe there could be smaller mini-bosses like that to keep you on your toes.
Look forward to seeing more of this