The camera following the player character is scripted, as in set to a certain path in some areas. Going through these areas at high speed, or in reverse, or taking an unexpected route, causes the camera to lag behind the player, slowly rubberbanding to them.
While the camera isn't keeping up, the player is still free to traverse the map, but with all the consequences of the "lack of" camera - no (or very few) game objects will be "woken up" by player's proximity: itemboxes won't have collisions, enemies won't be alerted, only ground collision will be considered and resolved.
Even though examples shown are (of course) from Dragon Valley, which will be most possibly remade in the final version, it is worth considering that such issues might happen in other levels with scripted camera parts.
https://youtu.be/HkZh2bl-j_w
The camera following the player character is scripted, as in set to a certain path in some areas. Going through these areas at high speed, or in reverse, or taking an unexpected route, causes the camera to lag behind the player, slowly rubberbanding to them.
While the camera isn't keeping up, the player is still free to traverse the map, but with all the consequences of the "lack of" camera - no (or very few) game objects will be "woken up" by player's proximity: itemboxes won't have collisions, enemies won't be alerted, only ground collision will be considered and resolved.
Even though examples shown are (of course) from Dragon Valley, which will be most possibly remade in the final version, it is worth considering that such issues might happen in other levels with scripted camera parts.