The idea of a roguelike pinball machine is interesting and the setup is great, but the game could definitely use some polish. Like others have said, you'd be better off not locking the camera to the ball and having a view of the entire table. The minimap on the top right does help a little, but the main screen is to hectic for the player to properly focus. I saw in another comment that you originally wanted to have the player navigate a dungeon via pinball, and I have to say that while interesting, it might not be practical/fun. I'm reminded of how in the old space cadet pinball game you had to hit certain spots to trigger missions, and I always found it frustrating to accurately hit it. Navigating an entire dungeon via pinball might end up more frustrating than fun, though of course, that'd entirely depend on how it's implemented.
There were also a couple of bugs that I noticed, such as the shop not working (clicking unlock doesn't do anything, and I didn't lose souls either), and one time the ball got launched off the table somehow and flew into infinity (it happened so fast that I didn't see where it exited). Speaking of the shop, there were items that hinted at a course editor system (that I assume didn't make it into the game due to time constraints). Maybe instead of a dungeon crawler you can expand on this instead. Something like: you start with a small pinball table with a few components, and you earn souls by playing on it, and use the souls to buy components in the shop. You then use the course editor to build your way up to a previously unreachable boss at the top of the table, and you fight the boss by hitting it with the ball/bouncing the ball off the components you placed. The skills/tilt mechanic can play well into this too. Just an idea! Whatever you decide to do, good work and keep it up!