Aiming squarely at Titanfall is bold and it's also the problem. Movement shooters of that kind need enormous tuning before they feel good, and titan scale combat needs space and encounter design before it means anything. What's here reads to me as a promising slice... not something I'd keep coming back to. I'd watch this maker, though.
Wall running in a browser is a hard problem, and most attempts at it feel like ice skating. Chasing Titanfall means everything rests on air control and how fast you recover from a bad jump. Brutal target to pick. Still, better that then another flat arena shooter, so respect for going at the hardest version. Judge it on the movement, not the guns.
Pilot on foot, titan overhead. All the fantasy lives in that verticality and it's one of the good ones, being small and fragile next to something huge that walks. Compressed heavily to fit a browser, obviously. The shape survives though, and the ambition is most of the appeal.
A parkour shooter that knows what it is for: keep the player moving and never sit them down to read anything. The titan-scale fights are the standout. Scale really does read here, and that's hard to pull off in a browser. Gunplay is a bit weightless, though you're going too fast to dwell on it.