Hello Adrienntindall and really thanks for yours deep feedbacks.
I think i got what rock are you talking about...
Anyway i tried to compress as much as i could the game size, but the 3d models and textures are pretty of high quality and i did not want to lower it. Even the level design part ended really near the jam deadline.
You mean for buggy climbing mechanic when you climb the entire wall at the end? Or just when you climb the rocks?
By the way is the Shift key that toggles the Sprint ^^ Absolutely i would focus on movements mechanics on the next period :)
Viewing post in Project Utgardr jam comments
Don't worry about how high quality the 3d models and textures are, often times there is definitely room to cut down on the sizes without it looking bad. For reference, something like Mario Odyssey has extremely high quality models and textures, but the game is only 5-6 gigs in size despite being many many hours longer than what you made. A lot of that you have to learn about still, of course, but do try to be mindful of how much strain you're putting on a player's computer.
The camera would jitter while climbing and it wouldn't always put me on the rock I was climbing on, so I would fall down after the animation played (that's exactly how I got stuck in a rock, actually)
Ah! That makes sense, I was pressing it but it didn't feel like it was making me sprint for whatever reason. Might just be a gamefeel thing rather than a mechanical thing at that point.