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Hey Devin, thanks a lot for taking the time to test the game and write detailed feedback. Even as a first-impression test, this is very useful!

The first six levels are intentionally easy and chill. The difficulty starts increasing slowly after level 10, becomes much more noticeable after level 20, and the final 4–5 levels are meant to be challenging. The main thing I still need feedback on is whether those late levels feel difficult but motivating, or simply too stubborn and frustrating. Reaching level 20 probably takes around 15 minutes, so I know that requires a longer test.

There is already a fast-forward system. When the balls keep bouncing without hitting bricks for a while, the game speeds them up automatically. If a shot continues for around 10–12 seconds, a fast-forward button also appears. You probably didn’t encounter it during this session, which may mean the feature needs clearer feedback.

For aiming, the intended control is to hold, adjust the line, and release to shoot. I’m not sure about showing the aiming line before the player starts aiming, because I think that could make the mechanic feel heavier or clutter the screen. Still, your point about wall-bounce readability is fair.

“Power Left” shows the total remaining durability of all the bricks. I agree that the wording is not clear enough, but I also need to keep it very short because of the limited UI space. Would “Brick HP” have been clearer to you? I’d also be interested to hear any other short label you think would work.

You’re right about some of the text being a little small. I was already aware of it, but it slipped through during the final work. A simple How to Play button in the main menu could also be useful for explaining aiming, touch controls, and the X2 Power button.

I’ll also reconsider whether the level should finish immediately when the last brick is destroyed instead of waiting for the remaining balls.

Thanks again for the helpful feedback!