Hole 3 is where this mechanic gets truly interesting, but I found it awkward to quickly switch between modes because the ball moves decently fast and there's an adjustment period in aligning the crank. There's also the opposite problem where the ball becomes too slow to cross barriers and you have to wait to regain control so you aren't engaging with the mechanic for a while.
The level design is really interesting in Level 5's funhouse if it weren't for the fact that white's layout completely locks you into the starting area so choice of pathing is fairly linear despite the maze layout. I also struggled with navigating corners as it was a blind guess if my aim gave me a good reflection angle, but that allows for Pool-like skill expression so I can't be too mad.
Love the concept here and think this could be a lot of fun in different ball games like Pong or Breakout where there isn't a need to switch off of the Swapping mode back and forth. Nice submission!