- Edited
_Stephen Finished the level. It's quite good. Below I'll just address possible improvements. I played with mouse/keyboard.
- Movement feel in general and especially in respect to obstacles could be more glide-y. It'd be better if colliders for props are smaller than props so that the player overlaps them a bit rather than keeping distance from them. Because of this it's hard to tell where you can squeeze through. Some places look like you should be able to pass through but you can't (e.g. between a bush and a dumpster or between a building and a wall. Legs shouldn't be a problem here. You can draw their sprite underneath props or just have a smaller leg span.
- Related to previous point, use rounded corner box colliders instead of plain boxes for chairs, tables, benches etc... so that player would slide around corners. Now it can sometimes look as if player is stuck on nothing when going around a prop, while it's just player's circular collider trying to push around an invisible sharp corner of an oversized box collider.
- Camera movement could be smoother, more eased.
- Switching to/from crouch mode should have better visual and audio feedback. Currently the only visual difference between modes is that small icon.
- Visual feedback when a stealth kill is in range.
- Containers could cease to be interactive once you search them, with better visual distinction between searched and unsearched containers.
- Not sure but you may not need the walk mode. Only run (or swift walk) and sneak.
- Grenades shouldn't be amongst primary weapons that are circulated with the mousewheel.