Hi Robert! Thanks for your feedback on The Radiation Is Cosmic! I'm definitely going to take all of this into account on my next build!
--agreed that the dash mechanic can be unpredictable. I think it has something to do with friction with the floor surface since it generally works okay while in the air. I want to make it consistent, so I will put this as top of list for improvements (hopefully I can figure it out!!)
--I'm glad you enjoyed the art style! I've put a lot into giving it that "90’s graphic design trends that I remember from my childhood" (well said!) and want to push it further into that direction with time.
--Also I'm happy to hear the game can run on your machine. I also have a low end machine so I've set the game to have a 60 fps max, but generally run with stability between 30-40 fps.
--Regarding spending energy outside of the hub, I did include the "decontamination chambers", but I wasn't sure how much people would actually use them or if they are interesting. Its a great callout to have multiple uses for the radiation as a resource in the level. I will think more about this. Thanks!
--I appreciate your take on the red blocks. I hadn't considered that they act like empty space, once you know how they work. I might figure out a way to make them more dynamic so there's actually a reason for them being there.
--Regarding momentum, I thought about something like a multiplier, like ever 10, 20, 30 ect orbs you gather, you get a x2, x3, x4 multiplier for all orbs. And it could winds down if the player slows or doesn't get any more orbs. I've been thinking about this and I'd like to get this into the next build, but didn't have time for this playtest.
thanks again!
Alan