I really like the idea, I just have one small quip with the execution. It seems like the concepts taught are something very inherent that everyone is already aware of. There's a lot to say about formulas in gaming and how they attribute to the game being addictive or enthralling or easy to pick up. But I guess the idea places automatic limits on the scope of the game, and you might lose the casual audience if you went into too abstract a concept. So perhaps it's just right and I'm only speaking as a developer when I say I'd love to see deeper concepts covered. All things considered, good game.
Glad you enjoy the game more, indie. Thanks for everyone else's comments as well.
And yours, ejomarie. I too was worried when almost a whole week passed without a shortsighted affront. But then internet politics prevailed.
Frustration is expected if you're using a different style of control than my game is actually programmed to :P. I'm aware that most arkanoid games determine the horizontal speed by where you hit the paddle. But in this one you control that by swinging the paddle with some sideways momentum. I wanted to pay homage to Arkanoid, but not just emulate it.
Thanks for all the comments!