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I really appreciate that! Thank you! 

We took inspiration from at lot of games and looked at how they did their movement to get an idea of what could work. Some of these being Doom, Titanfall and HL2. 

Edit: To expand on my answer with a more concrete example; we recorded some Doom gameplay and analyzed their climbing frame by frame to figure out why our felt off. One thing was that our gun was not rotating when coming back into the frame, so we borrowed that haha! We also felt that their climb was a bit clunky and messed up the flow of the game, so we sped ours up and made the player retain the horizontal momentum carried into the climb after the climb is done. This gave more fluidity  :)