There's definitely an art of subtlety that it's important for all designers to learn. I love the design of the dash mechanic, with the slow-down effect and all, but ultimately this feels like everything turned up to 11 and nothing given time to breathe and mature.
The character feels so snappy and responsive that it's really easy to slip into hazards. The lights are garish and nonsensical (not to mention you haven't disable Unreal's default auto-exposure so the levels are just wildly consistent all the time). It's great you have your own HUD with a lives display, but since the "Retry" button puts you back at the last checkpoint, all it does is difficulty-shame the player and add a bunch of clicks to the UX that gets frustrating very quickly.
There's some creativity in the level design, and some attempts to present interesting problems to solve, but they seem overly reliant on the player making connections that you're not easing them into. That the dash is required for the first couple hazards right after it is easily readable from the level design, but that it's required for the up/down moving blocks isn't - they're on a flat plain, affording the use of the regular lateral movement mechanics, and their timing is only slightly too fast for that.
I eventually gave up at the blue wall in level 3 - I think this was an attempt to recreate the brilliant collapsing wall from Super Meat Boy (jump onto the wall to trigger it opening, jump back to the platform while it opens, jump through the gap) but I just couldn't get it to work.
Overall, this feels like a project from designers who need to learn to slow down, breathe, study things and act with mature purpose. Study lighting. Robert Yang's GDC talk is a good place to start. Study movement and purpose. Don't just jam stuff down because it's cool - unpack why it's cool and know everything you can about it before you use it.