Okay! Now that I have played your game again while actually understanding here is some thoughts about the main mechanic of the game:
The main mechanic of the game is an interesting experiment! I don't remember seeing similar game in which moving has this kind of disadvantages/added challenge so it definitely has a unique element which is a good thing. There might be something really interesting to be found when exploring this type of mechanic!
However, in the current form I'm worried that in the end this mechanic might actually play a little bit against the game. In a dodging game like this the challenge of the game is avoiding being hit which requires movement to accomplish. And moving around dodging things is usually what makes those games fun. If I understood you correctly when I asked about the mechanics earlier you have meant the player to have always a choice between moving and not moving. What could be a problem here is that in this game staying still looks like to be the best option most of the time and the player should move only as a last effort. There is actually not much of a choice to be made. At the same time, not moving is not really very fun. So I feel there's a contradiction between what the player want to do (the fun) and what the players should do to win the game.
When I played the game, most of the time the obstacles did not fly in front of the beam so I just ended up looking the beam go up and waiting when I needed to react, which felt that I was not really playing a game. To solve this you might need to think about how to create more threats to the player also while they are not moving. I listed here a few ideas that came to my mind. If you are going to still work on the game later you can use these as inspiration if you find them feel useful.
One solution could be that you put more obstacles in their way to make it more likely that the player would need to change direction more often. However having too many obstacles in the scene when player has to move might also force them to die because all the obstacles will be attracted towards the player.
Second solution could be that you somehow place the obstacles more cleverly instead of randomly. For example there could be obstacles that appear in certain interval that will always fall from directly above the player so the player would need to move regularly to avoid those. And they would need to be careful about where the move because all the other obstacles will follow them.
Third possible solution would be to change the mechanic a bit so that some objects would always follow player. But the main point would be that when the player is moving the group of attracted objects would be switched around. So for example, blue objects would follow player when they are still and red objects would the player when they move. Then player would always have to be careful and dodge elements that are getting too close and then that might get new objects following them. With something like this the player would have to be really careful about the move patterns like when and where to move which I believe was something that you intended.
This all is not to say that your game could not be fun now. It is really an interesting mechanic that you have invented! And I believe that with some tweaking the game could be really good!