There are few confusing elements, but as these elements are very large components of the game, I felt they must be addressed. For starters, this is a smaller issue as it doesn’t affect the gameplay but I felt the need to bring this issue to light. The game seems to be very score-based, but it’s also level-based. These styles conflict each other. As score-based games typically just restart when you lose; the player’s skill is based on high score. Level-based games get progressively harder, and more obstacles or higher objectives; the players skill is measured by how many levels they have completed. This game not only keeps track of your highest score but also continues to the next level. However the levels don’t have any special obstacles or objectives, so there’s no way to fail a level, this renders them pointless. Getting to any high level just means you’ve restarted that many times. This is pointless to keep track of with levels as it just becomes an annoyance. I believe this game is more suitable as a score-based game. Second, the breaking seems almost random. I’ve tried to figure it out as that would be one way to get further. At one point I thought I did but then it became random again. It would be nice if, on the player’s tutorial round, you explained this. It is a very important note that is never discussed in the game. Overall the concept is good, and you can see clearly where the game could go if these issues were explored.