okay, definitely needs either an even faster paddle control or a limit to the randomness of the first bounce's direction, i haven't gotten past a score of 1 yet and that was only the one time when I was lucky enough the ball happened to move towards where I'd chosen to start around the circle.
playing a bit more i think it'd definitely be worth bumping both control speeds up a fair bit so that the 'fast' choice would really be quite fast and the normal speed, which i'd assume would be used more for precision, is a bit more worthwhile to use. right now the movement is so slow i'm never using the regular rotation speed as it's just too slow for the game
a more generous collision box and/or a larger playing field could make it feel better, too, but it may not be necessary.
one other thing i've found is that the direction controls get a little bit strange due to relativity. L/R being anti/clockwise respectively makes sense and works as intended, but whilst playing I found that while the paddle is at the bottom of the playing field it's far too ingrained in my brain that to move it towards the left of the screen I'd have to press L - but L is mapped to anti-clockwise, so it moves right. again, that isn't a bug, it's just that the way it works in that situation is in too great a contrast to what playing games has taught me to get my head around.
it feels like this sort of control scheme (rotate around) is better suited to a joystick, ie. deciding which direction to turn based on the current position and the direction the stick is pointing. it could still be worked with a binary left/right system if you take the paddle's current position into account, but it might get complicated. to make moving easier, it might be worth it, though
i like the concept and i'd like to play an updated version. it looks like the kind of thing that could really work with the kind of neon/sci-fi effects like Geometry Wars and the air hockey wii play minigame employ.