Definitely a good point that the BSoD is pretty intense, maybe having it at a key story moment or as a rare option in a range of death screens would be more appropriate?
I think the attack bug is with how I coded the hitboxes - the attack spawns a hitbox cube, and the cube's OnTriggerEnter is what's actually dealing the damage. So trigger another event, you get an extra hit.
I definitely appreciate the feedback on the combat and difficulty! I'm going to be tuning it after the jam to be a bit more reactive - I'm definitely aiming for more on the difficult side, it's definitely going to take some more tuning, but I want to see how far I can push the boss patterns while having them still be largely learnable. I'm excited to see what I can do with it!