Really impressive and longer-than-expected prototype! I'm a fellow 3D platformer developer and so I've got a lot of feedback for you, but broadly just know this is really impressive and I had a lot of fun!
In no particular order...
- I never felt that the roll was necessary in any circumstance - it just felt like a more restrictive version of the attack dash, and it never felt like it'd be better to have iframes than to just put out a hitbox.
- The slide dash on RT killed me more often than it helped me
- The camera, unfortunately, is pretty rough. This is a combination of the actual way the camera is configured, combined with the level design. The level design expects you to go through a tiny hole that the camera cannot fit through, right onto a precarious ledge. What happens is that the camera aggressively pans forward, magnifying even the tiniest horizontal discrepancy, and ultimately makes me walk off the ledge if I'm not *extremely* careful. Additionally, many small or thin objects have camera collision when it'd be better to simply let the camera phase through them. Cameras are a super tough problem for this sort of game, so best of luck!
- It was so easy to break out of bounds with the character's movement that it was sometimes hard to understand the intended path. I had to pretend I was playing as a character with far more limited movement to be able to stay in the normal play area, or I'd end up out of bounds or criss-crossing different areas without even intending to. While degrees of freedom while moving are good, I think the world just needs to be better scaled to the movement of the protagonist, with a better distinction between play-area and boundary.
- I had no idea what to do after the boss fight. The environment had changed so drastically I found myself all turned around and didn't understand if I had hit the end of the demo, or had simply gotten stuck.
There's a lot to like here - wishing you all the best in the future!