Thanks for asking!
The game is grid based (16x16 pixels) and the character always moves 1 unit at a time. So to get the smoothest animation all actions are registered ahead (when pressing the buttons) but are not actually executed until the character have finished a step. So if you want to jump, you have to press the button one grid unit ahead (unless you're standing still, then it's executed on the spot). the same for going from walking to running.
It's much more reminiscent of the movement in the first Oddworld game. I think Prince of Persia had a lot of player standing in-between tiles and such and made it a bit hard to maneuver in certain situations, in Oddworld and in this game, the player always allign with the grid which makes movement very predictable.
A problem I noticed when playing Blackthorn is that the character has no windup and runs at full speed once the run button is pressed, this made run-jumping from ledges a hassle because you wouldn't have time to react before falling down the ledge. What I implemented in my game is a windup that is half the speed of running to give the player a bit of time for input.
My job is to teach the player how the basic movement work and also to effectively introduce them to new areas with different looks. Like giving them safe areas to learn the basics and even learn how the areas look, how ledges work, how far you can jump, the width of tiles and such. Once the player understands how the game reacts to their input I think they will be fine. But maybe I shouldn't speak too soon, I haven't playtested this with other people yet.