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We actually experimented with reducing the fps for the character movements to get more of the stop-motion feel to it. However, since camera movements still need to be very fluid, we felt the effect was more distracting than pleasing since it looked more like "low fps" (low in bad way...)
If you look at the new Death Stranding 2 Trailer you can see a similar effect on that puppet. While this works for a single element, imagine all character with this movement.
Sable (great game, please check it out) did something similar with the character movements, but also there we felt it doesn't feel fully right.
Still though, that's just my two cents from what I've seen of it and I think it's a very interesting project as a whole!
Give it a try and you will see the difference.
Perhaps as an option?
Re: animation feedback, something I would like to see is a clearer reaction (ie pose change) when switching to running mode. Also when you use the run button when standing still... like maybe duck down into a "ready to run" anticipating pose. It's fine to have some inertia for running/jogging and getting up to speed, but right now the animation change is subtle enough initially that it wasn't immediately clear to me that you can even run from just trying different buttons.