Rolling into objects to break them, actually, wouldn't be hard to implement with the way i have the code set up.
I tried to implement a smoother system for rolling because this one is mildly scuffed but that one ended up giving more bugs than I had time to fix.
Walking backwards is very intentionally scuffed , I like people being forced to commit to the rolls/runs, so I made backwards intentionally slow, people don't really like it very much I find.
I had actually taken a LOT of time to program a system that disallowed shooting while rolling properly lol, very intentional, I like that the speed trades off your ability to shoot.
I'm horrid with UI, making the game UI game objects you would stand on or collide with lowered the development time to a manageable level for the 3 day game jam, also let me reuse a lot of code.
A lot of the lack of UI is down to my poor UI capabilities though, which on one hand I should brush up on but i love diegetic elements.
Camera was the one thing most people agree is pretty shit, I need to build a better base for that, I've been brainstorming that when free.
Doors can 100% be something interactive but again short development timeframe meant I reused code (and in this case assets) wherever possible. Plus readability is improved by the scene's end conditions being obvious.
The Evil sitting on the box on the game win scene was actually meant to help tell the story, but implementation would've also taken more time.
Balancing was the hardest part though, if you see the description you can actually find a "Hard version" because I got a LOT of feedback on the difficulty curve and had very varying responses. I also wish I could flesh out the story but I focused on getting the gameplay fun.
I really appreciate the feedback tho, genuinely appreciate it.