I recommend changing the paddle to a fixed movement speed, or fixed speed + optional "dash" type feature with a cooldown. The paddle is the only thing the player directly controls. It should feel precise and reliable. Acceleration forces analog-style motion into a binary control scheme, which is a bad match and forces the player to fight the controls while trying to fight the bricks.
If the game were to deploy on a touch device or console with analog stick input, the variable paddle movement would be appropriate since the player's physical input would itself be variable.
-edit-
Is there some gravity applied to the ball? Twice it got stuck in a side-to-side ricochet and around the vertical midpoint of the screen it stopped ascending and instead descended back to the paddle. I'd recommend fixing that since it's basically an end-of-play fail state by no fault of the player.
BTW the dancing rabbit is funny, and a more rewarding win screen than I expected. Well done.








