Seeing an emergent studio tackling such a challenging first project is always inspiring!
The platforming aspect was nice for the most part. I personally liked the ability to chain both the regular dash and the dash attack during the same jump. Wall running was intuitive to perform, but it would have been nicer to execute it on every surface and not just a set of predefined ones, as I think it would have enabled more freedom of exploration. Wall jumping was okay-ish, but I could never get it to work consistently and got very frustrated each time I was required to use it. Lastly, as others have already said, you should definitely add some coyote time to the jumps.
Camera didn’t feel that good honestly. Aside from the constant stuttering, depending on the angle it would also make a subtle up and down motion when running, which I found very annoying. Another much needed improvement would be to have the camera move ahead of the player when moving laterally instead of lagging behind so as to provide more visibility in the direction of movement. Also, the ceiling in a few rooms was too low and I feel this worked against the camera, as it would quickly zoom in towards the player and confuse me.
The enemy models were very nice, just as the player character and much of the environment, but as far as combat goes, they were just too slow and tanky to be fun to fight. After killing the first couple of enemies in the starting area, I basically skipped all of them. The player attacks could benefit from better feedback, both from a visual and audio standpoint.
Despite how it may seem, I can’t say I didn’t enjoy playing this. I imagine you’ll want to kickstart your professional career with this game or maybe another future project, so I felt the need to provide as much feedback as I possibly could to help you improve. It’s a very decent start and I really hope you get to achieve much success in the gaming industry!