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I agree with the previous comments, but my biggest nit to pick is that the game is hard because I feel like it is fighting me. If your goal was to create an experience where the player feels at the whim of systems beyond their control that they just have to get perfectly right through trial and error, then you succeeded. But I'm guessing that that *wasn't* the exact goal? Here's a video showing some gameplay that explains why I find it frustrating: https://d.pr/v/vCG4qC/qp2Rj6mUr8

You've got RigidBody-physics-dependent control for the ball but very strange, arbitrary-feeling movement for the rotating paddles (the "flat" paddles make physical sense because they "push" in one direction). The rotating paddles, as you can see in the video, are totally unpredictable. I got it *just right* in the end, but then could not slow down enough to avoid having to do the section again. So the "pain" part of the name makes sense. But do you want pain because the game doesn't make sense? Or because it's just really hard?

I'm not saying that it's easy to get the rotating paddles to work, but you should take a look at Ana's project to see an example of hinge/spring joints for that.

Plus side - well-organized project and scripts, cool level design, detailed code comments and good use of methods, private and public variables, etc.

Try using the a and d keys to move the ball left and right. Maybe that should’ve been more clear in instructions. Otherwise the hinge/joint function looks really useful and I’d like to try that out in the future and maybe I can return to make the rotating paddles more predictable.

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I did try, but the movement was super slow and not enough to reverse the direction at the last part of the video. After reading your screenshot Saturday posts I gathered that it was intentional - am I wrong? It was interesting enough for me to keep trying, but I definitely did eventually get tired and give up ;)

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I definitely wanted the movement to be slow, but not as slow as shown in the video. In my version the player can move the ball with a lot more speed and would be able to stop relatively quickly with the momentum in the video. I realized looking through the code I was controlling a few scripts  including player movement in the Update function which may make the speed differ depending on framerate, even if it is just adding one force. I think handling this in FixedUpdate might fix that if I understand correctly? Looking back on some of the other games I played, speed differing   from when the developers played it on their system to when  I tried it on my own seemed like it was probably a lot different. It makes me realize how important it is to understand how a Unity project runs behind the scenes, and that maybe I should do some more digging/research there. Pretty awesome I could get that feedback and realize what was happening to fix it  for future projects, so thank you! And I'm definitely gonna play around with the hinges!