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(+1)

The paddle controller is imprecise. Pressing left or right makes it slide in that direction until it comes to a stop. In a precision based game like this one, it makes it nearly impossible to play effectively.

The debris hits the ball, causing unpredictability. When you break an object, change the layer of the debris and the set the layer up to not collide with the ball.

The ball will frequently rebound in incomprehensible ways. Did not enjoy that.

Couldn't / didn't want to get past level one due to the controls.

The art style, which simple, is coherent, which I appreciated.

Restarting the scene resets your mouse sensitivity setting, which is silly. The mouse is severely over sensitive. This is compounded by the problem of the slidy pad.

I didn't see how the theme was hit at all.

Thanks for your feedback

you can use mouse control on the paddle for more precision, I agree the keys should less floaty

> The debris hits the ball, causing unpredictability

That's the point, I even had the ball reflect and bounce off the debris, which made it zigzag up to the next layer, but I switched that off, made the ball super heavy and the Debris the right weight.

Now it bounces the debris out of the way, but you have to keep your paddle clear!

> Couldn't / didn't want to get past level one

;) that's the point

The mouse issue is on Windows, I developed this in 90 minutes on Mac, then added a minus / plus for paddle last minute, as the only windows machine I have has a weird mouse with multiple DPIs and settings for "enhanced precision" and other stupid stuff, so I couldn't be sure if other windows machines would have the same speed up, but yeah it's a bug, tap minus a few times - job done!

> I didn't see how the theme was hit at all.

it's a breakout clone where's you're destroying your own bat in a futile attempt to win, the more you try the more you lose, until you fail, always, and the debris spells out why