A fighting game built on inertia. Your weapon hangs off a hovering machine on a physical link, so it does not point where you aim — it swings where your movement throws it. Flying the vehicle in circles sets the weapon spinning, and a spinning weapon is the only one that hits hard; the whole skill is keeping that momentum going while steering the robots into contact and away from what they are swinging back. Clumsy on purpose, and satisfying once it clicks.
What went wrong?