Super fun follow-up to last week's entry! I love the addition of the dash mechanic - it makes traversal so much more interesting and mechanically fun. I basically never find myself truly stuck/softlocked which previously felt like a bummer when it occurred. It gave me more time to appreciate the worldgen!
A few notes: I found that because your results comprise both score and points that I really didn't care much for my score in particular and therefore had no issue with burning it for dashes. I think personally this is fine because I want to use my dash (and tying it to depth is a smart way to limit this) but it doesn't really feel like a strong cost on myself. Also, I wish the hitboxes on the spikes were a little more forgiving, I often found myself dying because I ever so slightly grazed the corner of a spike which is never fun.
I would personally be interested in the game leaning more into exploration and having more interesting world design as it progressed to further incentivise wanting to go deeper. Though I understand that might be a terribly large undertaking!
All in all I love the direction you're taking this!