I played the tutorial and spent time with the core PULL/PUSH loop. The rule became clear very quickly: blue wants PULL, red wants PUSH, and the gold-orb two-step is a nice extension of the one-button idea. The polarity colors and large mode button are easy to read.
My first point of confusion was timing rather than the rule itself — it was hard to judge exactly how close an object was to the core near the edge of the field, so I tended to flip early. A slightly stronger time-to-impact cue (ring, pulse, or escalating audio) could make mistakes feel more clearly like mine. I also read the starting shield display as “already missing one shield”; showing 3/3, or explaining the empty bonus slot, would remove that doubt.
The Daily Field, mission, local stats, and theme unlocks give the prototype a surprisingly complete return loop. I did want to try another run, although I did not reach a full loss during this short test. Solid, immediately understandable arcade hook.