Hey Superku!
Yeah, I have noticed the change in handling. Before moving to Unity I hadn't played KarBOOM in a while. Then I gave it a go and, to be honest, was shocked at how unresponsive kars were. This was something I'd noticed new players in my dorm struggling with, as well, and so it's quite intentional that kars react more directly.
Boost-meter... I keep forgetting about that. Yeah, I need to re-implement that for Unity. Players' eyes are usually on their kars rather than their score cards at the bottom, so I'm entertaining the idea of a boost-meter that follows each kar rather than sitting it below player scores - especially since some game modes don't give all the kars score cards.
Good point about adding bots being cumbersome. It is, and that's feedback I've received a few times already. My first response was to say, "Well, KarBOOM's really best played with other people anyway, and I want to discourage players from filling every slot up with bots, as the current levels and game modes aren't designed for that." But that doesn't stop people - it just makes them more annoyed while they do it. So I'm thinking I'll replace the "+" icons for adding kars with a human icon and a bot icon, side-by-side. They'll still be able to be switched between bot and different keyboard players as they currently are.
The explosions -- yeah, they previously depended quite a bit on the bloom effect I was using. There are other changes I've made to the effect to make it more efficient, and better display the intended colour without the use of bloom, but that's a fair criticism that I'll keep in mind if time permits me to address those kinds of details later on.
Thanks for your honesty. Do let me know if you remember the point about the HUD.
Cheers!