Which brings me back to the frame rate theory. Most likely there's no cap, so everything related to movement and quick-time (i.e the struggle bar) is going to be way too fast.
I have the same issue with Unity in general.
Are you playing on a high refresh-rate monitor? It's a common problem in Unity engine games to have gameplay tied to the framerate.
The Framerate
is capped in code for this demo, but in Unity framerate caps are overridden by vSync to match the refresh-rate of the monitor it's playing on.
Here's a quick patch to disable vSync so the game (should) play like it was intended on most computers:
You must be registered to see the links
And if that's still too fast for you, here's one with the limit set to 30 FPS, so the demo runs at half speed.
You must be registered to see the links