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Also, is it deliberate that everything is noclipping like a Source game rather than staying within the room? I assumed movement worked like Source noclip (what I'd say is best in class for that kind of movement) simply because the game is clipping through everything including the walls? May just be a bug or may be deliberate for the puzzles, apologies if it is!
This is initial impressions from the first few minutes of the game so obviously all these things might be answered, but it's not very intuitive to pick up as an intro.
I'm considering adding a notice that tells the player what the intended control scheme is after a player tries to use an alternate control scheme, but I'm not sure how I feel about that since I'd like to give players the freedom to pick how they want to move judgement-free. The other solution, which I plan on adding in an update, is just to make the controls help button and camera reset button available right from the start of the game.
I am not familiar with what Source noclip is like, but it is indeed intentional that the player can clip through all of the geometry in the room. There's a diagetic reason for this and it's also a mechanic I intentionally use to link the dialog and hidden object mechanics together.
A toggle for the free-roam camera is in the list of planned improvements. Thank you for the suggestion!