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(2 edits)

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.

(+1)

Thank you for your suggestions.

I will work on the physics.

Glad you liked the dancing rabbit.