Heya, thanks for the feedback and glad you're enjoying the game overall! I'll make a note about the cart names, that's an edge case of sorts I'd not heard about yet. There should be a 1.2 update in April with a few QoL/polish tweaks if things go according to plan, and I can take a look at changing it then once I make sure it won't mess up anything for existing save data (it shouldn't afaik but I'll get some due diligience in here before making the change.) If you get a chance, feel free to shoot me a pic of it running on a Steam Deck - I've not seen that yet and I'm really enjoying seeing folks play Astra on handhelds in general~
With the springs I've heard this a couple of times, but it mostly comes down to the functionality just being different than in some other 2D platformers (and similar to a different set). The game is only concerned with your state as of when you touch the spring, not what you're inputting; if your big bounces from spring plummets are getting negated you might just need to time the plummet slightly earlier so there's no risk of the plummet input being the same frame as the spring contact. I totally get that it can feel like a weird learning curve but it definitely has a good flow once you get there! ✨