Hey, thanks for the feedback! You have a good eye for gameplay to notice and articulate all of these things!
I will say you nailed just about everything that I had a problem with myself. And I agree with all of the critiques.
I was hoping that the raycast shooting with “preshoot” sound effects would have been good enough. But I don’t think it worked out well. Spawned projectiles would improve gameplay certainly.
The charge up was implemented and planned early, and it didn’t seem to fit the fast paced dash between enemies gameplay.
The dash requires some forward momentum, and you’re right, it shouldn’t.
When a dying animation is playing it should disable the collider, because you’re right.. what if I want to dash through the guy for the next hit?
Thanks so much for putting so much thought into it! Most of these problems remained because of time constraints. But I may give a quick pass to update and fix these items, that would be useful. I hope that you finished the game, because I particularly think the ending sequence is a bit funny!