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I admit that wall running can be difficult to get used to, and the game doesn't give you a ton of opportunity to experiment safely or get good at it before throwing you in the deep end. This means the mechanics might seem "random" because it is difficult to understand what inputs cause variation in the output. People who are used to tricky mechanics seem to have less of a problem with it, as far as we've seen.
There may also be a few bugs on specific walls as well. We've already resolved a couple of these. It's hard to tell which specific buggy walls remain without people reporting to us exactly which jumps in which levels are causing problems. We would like some feedback on this. We're not seeing any more of them now, but we're probably just too close to the problem to see it.
There may be things we can do to improve the mechanic as a whole, as well, but we actually need some feedback on this, with details of exactly how to repro the problem (or even better, videos). We can't act on general statements. Any report that doesn't mention a specific level or jump doesn't really help us at all.
The wall run is not random. We do have a few mechanics that use carefully tuned random numbers (AI decisions, mostly), but we do not use random numbers to determine wall running. It is physically based. Your momentum affects the length of time you are able to wall run. This means that your velocity and your angle of approach are both important.
Letting go of the space bar while on the wall doesn't stop wall running. Losing too much momentum is what kills the wall run.
If you find it to be too difficult to time the release and re-press of the space bar, then the shift key might work better for you instead. It will do a rolling animation, but you will get just as much height as if you jumped off the wall.
When I first tried to get through all these, I died a lot. Then I got better at them. Now, when I am in practice, I never die to any of the wall runs, or miss any of the jumps. When I am not in practice, I die maybe once or twice on a couple of them.
It might be tweaked to be too hard for a lot of people at this time. If we can get feedback on exactly which parts are too hard, that would help us adjust it. Videos showing what makes it too hard would help out the most.
There might also be specific jumps that are actually buggy, as I mentioned above. If you find a particular wall run to bounce you off or throw you off earlier than other walls, let us know. Sending a link to a video to demonstrate the problem would help a lot. A screenshot or just telling which level the jump is in would also help.