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(+1)

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!

(+1)

This is great feedback thank you! I shared many similar frustrations during development and would definitely look at adjusting some aspects of the mechanic if I come back to this. I thought about slowing down time a bit to encourage real time swapping but just never really got around to exploring it further. And then there's waiting for the ball to stop lol... could maybe even allow the player to skip to the end of a roll. The switching modes actually happens automatically whenever you shoot the ball but it's not explained anywhere and probably should be!