Heyy, great video! Really nice to see a playthrough, even if it's not full. I didn't have enough time to properly playtest the game, so difficulty was hard to judge, but from your video it got pretty clear how the challenges ramped up a bit too quickly. Even the room after the first turret seemed too intimidating from your perspective.
I'm still glad the game felt good to play if a bit clumsy at times. I don't want to excuse bad game design of course, but some of the clumsiness is intended. The goal is for the player to start off as a normal guy surviving in a tough situation, and then becoming a skilled freerunner more through knowledge and experience than just through new abilities.
It's kind of an undercooked mechanic, but I wanted facing direction to be an important aspect during certain actions like when ledgegrabbing or wall sliding, so you can't do those things while facing away from a wall. I noticed it was a little hard to control your facing direction sometimes though, so that would be one of the things I'd improve upon. I also wanted to add moves you could *only* do while facing away from a wall.
The palette changes were because I originally intended for there to be more distinct areas, but I ended up not getting to use all the cool palettes for them, so I mixed them into the normal rooms. Maybe a bad call since the changes happen so fast, and because I haven't looked at the alternate palettes nearly as much as the default, but I figured some variation would be nice.
Thanks a lot for the video!