Thanks, and you are 100% right. Originally the concept was to have it be a game of timing, and I had a timer and indicators of a 10 second loop. You'd gradually figure out the optimal launch time for a given power.
Unfortunately my beginner skill level killed that dream as I couldn't get the spawners to be consistent and challenging. In the interest of getting it completed on time for the contest, I pulled those out and went for more of a "slots machine" approach on the last day that I had to work on it.