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I think the obvious aesthetic choice for this game is an arcade-like style. This is because you have a one-screen area where the entire game takes place as if it was in an arcade cabinet. It also utilizes a very retro style theme song and sound effects. The bounce sound effect even sound similar to how a ball bouncing around a cabinet would sound. This combines with the gameplay style of one singular object that the player controls to interact with the environment, similar to games like Pac-Man, Galaga, Dig-Dug, etc. Looking at the objective of the game also plays into this arcade aesthetic because it is oriented around getting a high score. This is different than other types of games with dynamic objectives that change throughout the course of the game. Because of this design decision, players can repeatedly play the game to get better without worrying about the game changing later on. The coconut picture is the one aspect of the game that is not similar to arcade style aesthetics. This is because it is a high resolution image rather than a pixel based sprite. Another interesting aspect of the game is that it does not give you any information about what to do (not withstanding the page description). The enemies that shoot blocks at you are not explained and would likely be discovered through trial and error. The game also uses coins for the target object which is a very common item throughout retro style games and can be immediately recognized as part of the objective without having any explanation. I think this game also has an interesting mechanic in that the cannons can be eliminated from the game, effectively extending the survivability of the coconut. This adds in a skilled element to the game past the general enjoyability and I can see how that could add re-playability to the game as players strive for higher scores.  The combination of this strategic aspect and the more casual aspects of the game make a simplistic but complex interactive loop. There is an element of uncertainty in the game based around how the ball will bounce and where the enemies will spawn. This creates a unique experience every time you play the game and no playthrough feels the same. Interplay was used all throughout the gameplay with the ball bouncing off the walls in response to the direction you hit it. The cannon enemies also change the direction that they shoot based on the position of the player. This is in contrast to the cannons firing in a standard pattern that could be learned and practiced against similar to a boss fight. More interplay could even be added by changing the wall that the walls work. Maybe instead of being static, they can change orientation/direction based on where the player is on the screen. This would make the game even more dynamic between the player and the environment. Another ball could even added that can collide with the original ball adding more potential for getting coins but also creating more strategy in how to hit both balls.