Yeah, I figured that out when i was polishing/playtesting the game, but couldn't do anything about it because there wasn't much time left to add stuff...
Yes, you saw it all... All the story pieces... Congratulation!!! =D
I originally wanted to do more enemys (A weak enemy that shoots you and a mage boss, would have been where the BIG slime is...) but scrap it at the end to provide a semi-complete experience... Also this is my first time developin an AI, so I'm sorry if the slimes are stra-easy to avoid...
Now for the moviment stufff...
1) You played the web version or the PC version?? Because i heard some people that had strange responses by the moviment in the web version (and, in fact, that build has some issues...)... Maybe was that... Anyway i'll speed up the moviment (and nerf the stamina a little) in a future build...
2) Like you said, at the moment the forward and sideway moviment are independent... I kinda gave that for granted whit my moviment system, and apparently i was wrong... I'll fix it in a future build, too...
3) I worked before with a phisics based character controller once [check "The Hole In The Mug" if you want to see it, but probably has the same problems as this, if not being worse...], and i can say that it was an a-h*le to deal with...
...So I scrapped all togheter. That means no inertia\friction (Sorry, phisics isn't really my thing), wonky phisics and who knows what else, but in the long run much easier to create and deal with...
As always, thanks for playing my game, and thank you for the feedback... =D