It’s a pity with the level transition bug. I managed the coax the game to allowing me to test out the two first levels and I feel like there’s room for interesting mechanics in the premise.
One thing that struck me while redoing the first level a bunch of times was that it’s possible to complete the objective in less hole movements (bounce off a side wall and back) but the game requires you to do all movements. And this isn’t really communicated that well with the word “Left” and it would be a neat bonus challenge in completing levels sub-par so to say.
Also since the hole was really snappy to the pole, which was very nice. It might have been nicer if it came to a halt a bit faster and didn’t have the part where it very slowly creeps forward… or perhaps one can do the next move before it comes to rest? I didn’t check that. But I also see the point of the “oh just a little bit longer” that those last seconds and pixels traversal may hold.
The presentation was nice and clean in general, though the white color of your push-meter thing was a bit problematic with the white borders around each track/level.