(SPOILER ALERT, MAYBE?)
Thanks for asnwering! But rather than the sensitivity (which is very precise), i'm talking about the level design, since the last 2 levels have WAY too many bounces in comparison to the first 8. I wouldn't know how to describe it, so i'll give an example with my experience:
The first 8 levels requires you to THINK which targets to hit, how many times using the set mechanics & which ignore, and based on that PREDICT where to stand, aim and move things with Mint, using an aproximate mental image of how the bullet would bounce. That's good for a puzzle game because it gives you the sensation of CONTROL and fullfilment of understanding what you are doing and why. (My favourite is the level 7, having to take advantage of a prop that dissapears after the first bounce)
Meanwhile in the last 2 levels (Even if you do that same thinking process and put everything in place) you need to spend 5 whole minutes (if not more) searching for that miraculous pixel that helps you hit everything you need, requiring more luck with the mouse rather than understanding and prediction. That's where my problem is (The worse is the level 9, i'll have eternal nightmares about them...)
I personally atribute that to the amount of bounces needed because of the amount of robogoons and where they stand alonside other props, being more of a level design problem. Aparently the more you change directions, the sloppier(heh) and less predictable the trayectory of the bullet gets, ending with a final image that is more of an aberration that i simply can't understand when you do a succesful shot.
But again, it may be a skill issue and i played it like a game journalist or smt. I'm no expert, if that's the case please ignore this comment.
But the sensitivity is fine, i promise haha
In short: Put the gallery mode, let me apreciate them tidd- *gets shot*