The inability to fix the reactor or somehow recharge it means that at a certain point (roughly about 45% power) you automatically lose. It begins a self-perpetuating cycle where you can't slow down your power usage, which degrades the reactor faster, which in turn make you use power faster.
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I quite like the humor, and the game is solid as a brick, but the controls aren't quite as tight as they ought to be.
I can tell you were going for a Meat Boy/SMB style game, but in those games, very rarely do you feel like you're fighting with the controls. I had quite a bit of trouble in this with controlling the momentum off of wall jumps personally.
Unfortunately, quick research will find you some bad information about Intel's integrated memory allocation, as I found out myself. However, I found the correct information in a FAQ on Intel's website. You can read that here.
As for proof to my assertion, here's a picture of my own system's graphics properties. I circled the total amount of VRAM my system can use. Here that is. More than enough VRAM to at least run FLSM, if not smoothly.
I'm on a desktop using Intel HD graphics, which uses DVMT. I have 8 GB of standard DDR RAM, and DVMT dynamically increases VRAM (Up to 2 GB) depending on performance requirements. There's a small Wiki article about it here.
I know that's still on the low end, and I do plan on rectifying that in the future, but for now that shouldn't cause the game to crash, just run poorly.