The attacks are going to be different strength and the bow is intentionally designed to have a long draw so that your character is vulnerable during this time. I don't want the bow to be overpowered and this is a way to restrict abusing it. the heavy attack will do more damage and I plan to have it interact with things that the regular attack cant (breaking something open for example).
The current collider on the player character is a capsule shape. another user commented on this and i am currently torn about making an adjustment to it. I could change the current collider or add a square bottom so it reduces/eliminates the slipping. i was originally considering having an animation that grabs the top edge of things and allows the player to pull themselves up (before they gain wall jumping skill). now i may just adjust it and skip the entire hanging idea. im not sure yet, but for the demo i will probably just adjust it to stop the slipping in a future update.
I'm very glad you enjoyed playing it and took the time to comment.
I hope you come back and play again when i get the next update published.