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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!