That may be the current design choice, which makes sense for a reasonably simple game made in a few days, but in terms of a grander design, making the main loss condition of your game completely out of the control of the player isn't a great idea. It makes the game less skill-focused and more like a pachinko machine with flippers at the bottom.
Pinball, as a game, has actual skill elements. At the moment, Cata-bomb is lacking those elements, so it just becomes flip and hope.