I'm partway through the game as is, and I'm really liking what I'm seeing. The character's movements feel very slick, although maybe a little slippery on small ledges (though, that might be on purpose). The biggest case where this comes into play is probably the time trials, just because they require you to land precise jumps on small platforms, and if you miss one, you need to run to the button to restart again. a button to 'slow down', or to make it so the character can't run off a ledge would be neat (like, if someone held down ctrl, their speed could go down, but they would be able to move more carefully.) It took me a moment to realize that before the thrust kick, you could use the kick to get a little more airtime/distance, which helped me in that room with the enemies after the save terminal.
Visuals are outstanding, especially the enemy designs. I'm not quite sure what the benefit of the ion sphere is, is it just higher aoe, or is there higher damage too?
Accidentally had my speakers off, so i haven't heard the sound effects and music yet, but I'll edit my comment when I do.
The thrust kick is something i like in theory (Pseudoregalia had something like it), but in first person, with a limited number of double jumps that I don't think reset upon wall-kicking, it is a little hard to manage, because you often have to look away from the thing that you want to land on, and it felt like the 'airtime' I was getting from it was a bit small (even though that is probably because it depends on the angle you kick from). If it reset your double jump, or didn't take your stamina later on in the game, I feel like it would be a cool way to climb up surfaces. However, that might mess with things like the time trials.
I want to state again, I am very, VERY impressed with how fun the actual movement feels, and think this project has a lot more potential if you wish to build upon it in the future! Great job!