Thank you for your awsome comments Yeah, I guess I could make it auto-work later but Im kind of busy now working on another project so this will have to wait.
Ok, so I tried to lower the force from the rockets, but that didn't really do well, because then I would have to lower the gravity and stuff, so the speed of the ball will remain the same, at least for now.
As for the multi-level version - I dont know. This is a very short test lever, an actuall level will be much longer and more detailed. I guess I could do what you said there, but from my experience from my previous (faied) game, Algodoo does not like to handle lagre ammounts of objects. So the fps on that would not be very good.
My idea would be like reliesing a fairly large level about every month, that way people with older computers will be able to play it as well.
But ill see what I can do, and again, thans for the suggestions
Ok, so I thought to stear the boat in a slightly different direction. Instead of an action-packed, dash through the level as fast as you can without dying gamestyle, I'm thinking about a more puzzle-based style with an action level here and there. That would make the levels more diverse and also, more fun to make. Also, that means shorter levels, which = more frequent releases. I'll release a test level on that soon, so stay tuned!