The camera system is really unique, but it creates difficulties in playing. When I hold W to move in a direction, if a camera switches, the direction is recalculated and if the cameras oppose each other it's an awful scenario of back and forth between cameras. The angle of some cameras make it difficult to see what the player has in front, so I mostly went for the lights. The angles also make it difficult to see where I went and where not, the door back to the first area being locked every time mislead me into thinking I wasn't there. An interesting approach on exploration tho.
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Character movement is relative to the camera, that is true. However, to avoid the situation you described, I created a system where the character’s movement vector does not change when the camera switches. In other words, if you keep holding a movement key and continue moving in a certain direction, that direction will be preserved even if the camera changes. But if you press another key, or release and press again the key you were holding, the character will once again move relative to the currently active camera.
Yes, that does help a bit. But the thing is, when the camera switches, there are some cases where I wouldn't keep the button pressed or I press another one too - for example, being dark, I don't always see where is the player character coming from (so, instinctively, I move a bit around using all keys so I can see where I am). Something like that, can't remember really well why I would go back and forth sometimes, until I got used to it.