What if getting out of the tank in Blaster Master had a purpose besides sidetracking? That's pretty much what this felt like. Same healing mechanism is in this game as Blaster Master for the guy- entering fills health instantly. But having to get out of the mech to fix the mech by shooting things was a bit interesting, forcing a risk/reward system for whether to use the mech for everything or try and conserve power by jumping out as soon as entering a new room with it. I didn't get the mechanism at first and foolishly ran to the boss without getting any power for the mech.
The controls are still weird in my hands. I want to remap them to buttons on a controller at some point and see if they feel more natural.