Hmmm. I think just during combat, since there are places where you do genuinely need to be looking upwards, like in the elevator shaft in the Prologue.
I don't think there's anywhere I wanted to look straight down, though.
You said "any input or suggestions" so here goes. =)
To start with, really impressed with what you have so far! Love the character designs in particular. And hey, additional cool points for using Godot.
Game definitely seems controller-first. In KBM mode, the main menu could use a visible mouse cursor, controller rumble should be turned off and the mouse cursor should be locked to the screen. Aside, I'd appreciate a Windowed mode.
Platforming level: The wall slide doesn't feel right to me. Having to jump again after hitting the wall to engage it feels superfluous and having to input direction to jump back off is fiddly, especially with KBM. It should jump away from the wall if there's no directional input. It's a lot more ergonomic with controller, though.
The initial wall slide shaft should probably pull back the camera and fix it in place, I ended up looking at the ceiling or floor multiple times.
I'm probably holding it wrong, but it took me 20+ tries to get past the wall jump corridor section. Also, the respawn point for that section is too close to the edge, multiple times causing me to walk right back off again after dying.
Combat level: Having two characters with distinct movesets is super cool. Love the 'tweety bird' damage indicators for the bad guys, very intuitive. Camera should maybe be pitch-limited in combat, again ended up looking at the ceiling and floor a bunch of times. The auto-lockon feels too strong to me, should not change behavior until I press Alt/RS. I'd appreciate a setting to let me choose between "hold button to lockon" and "press button to toggle lockon". The energy barrels give too little energy.
Stealth level: Great layout! For the final section, it was at first unclear that I needed three blue keys to progress.
Prologue: I did have the crash you mentioned, but was able to skip over the cutscene. Overall, great pacing. Thank you for letting me speed up dialog.
First open area "in front of the building" feels empty. For the shooting gallery part if there is a clever way to sneak through without having to run through the middle, I didn't find it. For the final section, it was at first unclear that Felix' plan was "go punch a bunch of guys".
Final thoughts: Great potential, looking forward to where you'll go with this. What I'm missing most right now is a few more audio cues. A little sound when I'm close enough to pickpocket/grapple would go a long way.