Character angling his sword to swing up and down is a nice touch, but a little bit buggy?
He seems to want to strike downwards when he's standing next to the tower at the end of the level.
I didn't see it happen with any of the other walls - is there a cavity?
On the other hand, he wants to strike upwards when I just finished climbing up a wall, even though he's on flat ground. I can imagine situations where this would be really bad to have happen once enemies are implemented.
Regarding the camera, with keyboard controls it seems awkward to have to hold E or Q for so long when the camera only holds position in four directions. Try having it just go wall the way to the next position when the player presses the button. You might also consider letting the camera swing on its own when the character goes behind the terrain.
I don't see how you could fix it, but the character's jump flip animation breaks the visual processing center of my brain when he does it facing towards or away from the camera.
Very nice overall though - I look forward to seeing where this is going.