Hmmm, this was a bit rough for me. It's a funny story with some amusing art, and I really like the concept of the game being some sort of crazy fusion of pinball and kitty cannon where you have to plan your initial launch to hit a bunch of targets: it certainly allows for some fun physics/ragdoll chaos but with a strategic twist. And I do like the little touches it has, like that little pause when your crimp hits something to add a bit of satisfaction. But the design just seemed more chaotic than the gameplay itself and it left me feeling confused and frustrated.
The controls were a bit confusing to get used to as they were inverted from what I expected, but as long as I changed my mind to think of it like physically pulling your leg back instead of stating the trajectory, it was alright. Still, though, it made it difficult to aim, and I hated how if I dragged my mouse off the screen it would shoot instead of waiting for me to let go.
The level difficulty seemed all over the place. Some of the later levels were pathetically easy like the car level (you'd think the cars would take a few hits since they're so big or something to shake things up) and the levels where you get bouncy balls so winning is almost guaranteed since they keep picking you up. The very first level, in comparison, is practically a nightmare to beat since you need to ensure you hit all of the lamps and various other high up items before you lose too much altitude. Definitely feel like the levels were incredibly out-of-order and create a terrible first impression since the difficulty only seems to go down past the first level.
The novelty of the game ended up wearing off quickly. All the levels were pretty much the same and any sort of novel obstacles like the bouncy balls or the cars which should've been tougher to kill were too few and put haphazardly around without any sort of sense to it all. Also it was super frustrating that the game put so much weight on the initial kick: the game was practically screaming for some sort of limited powerup that you could use to slightly influence the crimp post-launch, similar to something like how Burnout lets you slightly steer the car and blow it up after a crash.
I really, really want to like this game because I think the idea is great. But as said, right now it just feels like the levels aren't setup in any sort of intelligent way: you were setup for glory but it ended up being some sorta Jackson Pollock painting.