great job! all the gameplay elements make sense. this is good work. I felt like it was a little too easy to run and gun cqb style -- you are probably going for more roof leaping moments -- a potential fix would seem to be making the ground units react more quickly and in more force.
I really like the slow reload, and forgetting to load the rifle when running away is a great moment, but it can get a little finicky sometimes when you don't time the animation just right.
also, it wasn't immediately clear that the cloud effect was more than a visual, so the first couple plays I totally missed out on this element.
these are all minor points though. great work! you should get this in playtest if you haven't already.
a couple random ideas for balance I had while playing:
- flying is unlimited, but you can only glide (lose height) and have to climb in some other way. I fell into the water multiple times and almost died because I ran out of stamina
- instead of running through the cloud, maybe you have to grab a body and fly away with it to trigger a 'feast' action, kind of like hiding bodies in trad stealth games but with a twist