That was the original idea! The original first boss was a turtle, and it could slow your dial at will, making you have to anticipate a possible slow down.
After some play testing we determined it would take too long to implement unique features of each boss in time for the end of the jam.
The multiple pegs are an artifact of the way it's programmed. The game tries to anticipate if it can place a target within a certain amount based on the dial speed. I am doing some calculations to justify at least a 0.1s reaction time guarantee. This means when the game identifies that a failure zone has to exist, it will split the pegs. On rings that have multiple pegs without a failure zone between them, you can hit either. I agree that it is a redundancy but in the best interest of time I decided not to rework the placement of targets. It was worth more to me to increase the game feel rather than fix bugs that were really just visual inconsistencies.
Thank you for playing! I hope you enjoyed it!