- Look into Field of View settings. Not sure what Unity supports, but for FPS, wider is nicer. I found wall jumping difficult when I couldn't see both the wall and the platform to jump to (because of a narrow FoV).
- Movement: I found it awkward when I would lose speed when in the air when sprint ran out. I'm sure it's by design but it feels weird. Maybe "sprint jump" uses half a bar but then you maintain speed until you land.
- Cooldown on sprint meter recharge. I could intermittently tap and release shift to balance sprint. (Also thanks Windows for Sticky Keys...) Maybe a half-second cooldown after letting go of shift before recharge starts would feel less cheese-able.
- Start of the second level always faced me backwards, and it took me a bunch of tries to remember to turn around at the start.
- I felt like the swarm of adds in the beginning of the second was just luck even when I blasted them away with a million shots from the infinite-ammo platform. By the time I got to the gap across the room, they were already unfrozen and I still needed luck to get through them.
- That and they chased me all the way up the ramp, so if I missed the wall jump, I would die from them.
- End of the second level, I had to do a bunch of laps to figure out where I was supposed to go. FoV might've helped me see that, maybe not.