Thank you for your valuable feedback! I hope you didn’t get to the end using only the first weapon, ‘cause that must have been painful. It’s intended to be weak to push you towards using both its alt fire and the second weapon, so I totally get how the orange dudes may have felt like bullet sponges.
The thing about wall running that can feel off is that it instantly zeroes your vertical velocity, so it requires lots discipline not to unconsciously press the movement keys while wall jumping, as that will immediately stick you to the wall. In Titanfall 2 (the game I took inspiration from for the movement), wall running does indeed retain vertical velocity, so it both feels better to use and you don’t lose the velocity you gain after jumping. I couldn’t manage to add this behaviour in time because, after spending 6 whole days fine-tuning my wall run implementation as it is, I felt the need to move on to other stuff, but this is such a sore point for me that I wish I could’ve done better.
Still, if you managed to have fun despite these issues, then I’m glad!