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(+1)

First impression is the player controller feels floaty, I think faster or maybe even instant slow-down would have helped the character feel much snappier.

Despite the aiming dot, I still found it difficult to control/tell where I was aiming most of the time, and although I could muddle through with it and even placed some deliberate shots with the sniper, it never felt like I was completely in control.

Also at one point guards spotted me at the starting point from halfway across the map, then walked into the empty space that I think was supposed to represent a solid wall, before falling off the invisible collider and out of the map.

Overall still engaging enough to have completed what limited objectives there were, although despite the less than stellar controls the difficulty wasn't very high, you basically avoid being shot up too much while simultaneously trying to hit the enemy enough times.

The game was also easy enough to pick up and play, even without any instructions, which is always a big plus in these jams.

They should only fall when they ragdoll, 3d gameplay was an unrealised stretch goal, mostly because I couldn't imagine how to deal with the aiming. Player movement was deliberate as instant starting/stopping just looked robotic and a little jarring on the camera, but it might be overtuned, I'll revisit. The aiming guide might be casting to/from the wrong part of the player character, though it's also not using the mouse position directly; more like a virtual joystick as direct position was bugged when I tested not long enough before the deadline. Cheers!