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I'm not sure I should say, but I gave you more than 1 star for controls. Don't be discouraged - It's only a game jam! You learn and you move on. Doing a 3D game in 9 days is very ambitious, and you've clearly put a lot of effort into it and got it out. I hope you don't take the criticism personally - it's there to help you improve.

I'm no expert, but here's some advice I picked up anyway. If I were you, my takeaway would be (other than figuring out how to let the player control the 3D camera - I can't help you there) to focus on getting a character in a room and moving about first, then add the game around it. Mario 64 was just Mario moving around in a room for the first year of development (according to Yahtzee's Dev Diary series). Once you can move around to move around effectively, then start working on the levels. Although it sounds like you have a team, so maybe that changes things, but the user experience should be priority 1 in my opinion. 

Keep it up, and I'll look forward to seeing what you get up to in the future!

(+1)

The team is my thesis, in fact. Ever since the disaster of #64, it has been my mission to master the workflow of a team.

The original idea was to implement a camera system similar to Crash Bandicoot's. In order to do this, I had proposed a rail-switching system be implemented. Unfortunately, what it became had simply failed to work for us. I think if it was one camera and many rails instead of many cameras, we may have been able to have a smoother camera that would allow players to properly enjoy the game.

Grieve not for me, for I have set these challenges upon myself and my team. Next jam, though, depending on their opinions, it will be a very different process we work under.