It's super impressive that you were able to make a polished game with a cohesive art style and such a detailed environment in just one week! The concept of controlling a tube and trying to get a hang of its physics to navigate through obstacles definitely has a balance of frustration and satisfaction as you learn the controls. For what is clearly going for a rage game, I do think having some more consistent rules over how to control the player would have improved this game. It never clicked why pressing forward (W) made the idol flop to the side, and then holding backwards would then make him roll forward, and then holding forward would switch to making it roll in the opposite direction. For a physics based game, having the buttons not correspond to what you would expect to be realistic definitely makes the game harder to get into. It makes sense that you wouldn't want the player pressing forward and then flopping down in a position where they'd be forced to then rotate themselves, but there's probably a better way that could possibly involve additional keys. But once you get the hang of it, there's definitely potential here for an interesting game!