Ok, the most glaring bug in it is that it shoots you out of the map in a very odd fashion if you hold Q.
I have to sincerely apologise for that. Q is one of the buttons (others being X, RMB and T) I used for quick accessing debug features. Normally these are coded into a specific map's script, and they're only ever made for testing maps. For some really stupid reason, Q was assigned in the player controller script even though it was being used to trigger a very specific matinee script for a very specific NPC (which doesn't exist in the released demo) interaction on a now defunct map.
What you witnessed was Unreal crapping out because if it can't find the NPC, I scripted it to search for the next best thing/location and send you there and then activate any interaction code if it exists for that thing/location (which of course it wouldn't).
Since I haven't slept since Monday, I must have skimmed over it.
Also, you might want to explain a little bit more what is actually going on - it took me a few minutes to figure out that in order to use the grappling/teleportation, I had to hit E while the ball was in-flight.
That's actually incorrect. You cannot grapple if the ball is TOUCHING/STUCK to another object/wall. However, if the ball freezes in midair or if it's still in flight you can teleport to it (the ball is then destroyed but it seems as though you are attached to it; we originally had planned a particle effect to demonstrate how this worked).
I will agree it's not taught very well. I absolutely hate doing it, but we plan on adding tooltips and tutorials seeing as we simply don't have the time to playtest and refine the maps in order to teach the mechanics well. Also, we're still testing and debugging the distances of various portions of the map and gooey ball. Unfortunately we only have a week to finish this vertical slice, and I'm the only one capable of changing the code.
and some of the lighting issues more than anything - I don't know if the falloff on your lighting setup right now is intentional or not, but it is a bit hard to see at points.
The beginning was a bit intentional; there's an exposure fade-in but I can agree it's a bit annoying. The rest of the map is WIP. Using static lights in Unreal 4 when your map is very small is an absolute nightmare since you can have any radii crossing over each other.
with some more game mechanics added in
We had to cut essentially everything; parkour, multiple physics-based weapons, human enemies, bosses, a puzzle vs. combat (light/dark) mechanic, all the story.
This project is actually more of a sob story than anything, so I'm going to be thankful if we can just submit
something.
Thanks for the feedback though :)