Played it cold, a handful of releases. The feel is good: hold to charge, the meter ping-pongs so you have to release at the right power, and the 45-degree launch means distance is entirely in the charge. Arc preview plus tightening rings is a clean ramp.
Two things beyond the landing-marker colour already raised:
1) The ramp is one-dimensional. CHARGE_TIME is fixed at 0.85s and the ping-pong speed never changes, so the later rings don't ask for a new skill, only a smaller error tolerance (ring radius drops 46 to 29). Ring 5 felt like the same task with less forgiveness rather than a new task. Ramping the meter speed per ring, or adding a second input on the last couple, would make "harder" feel like "different".
2) There's a `taught` flag set on the first release and never read. That's exactly where a tutorial should live: the first time a player releases, hold the arc on screen for a beat so they see power-to-distance once. Right now onboarding is purely visual and the flag is dead code. (I only found it because I read the page source, so this is a nudge, not a complaint.)
Small stuff: misses are free, and shots/time only show on the done screen, so mid-run there's no stake and no target. A live shots counter or a miss tally would give the retry something to beat. And only start/done fire a beacon, so a hit vs miss tone would teach the tolerance window faster than the eyes.
The beacons are a nice touch. I pinged start on the way in; you'll see me.