Thank you for playing the game.
I'll tinker with the roll duration. The wallrun inconsistency may be because of its activation period - it activates only during the jump ascent, not while falling. I thought it added an element of planning, plus synergy with the air jump, but I probably underexplained it in the game. Or perhaps something is wrong with it and it's not working as intended. I'll look into it.
The dodgeroll pushback was a late addition and needs work, you’re right, maybe outright cut. My general line of thought was to use the dodgeroll for offense, pushing back enemies or retreating and the slide to dodge through enemies. But as always, my intentions matter little if it’s not properly explained or convenient to use.
Problems with the general map layout and design have often been mentioned, so that will be a priority for me. I could have mitigated it a little better, at least with signs, like crossing out signs that lead to main upgrades you’ve already obtained.
Thanks for your detailed feedback.