Two arcade games welded together and better for it. Amber hands you a paddle to keep a ball in play, and a crosshair riding the same mouse movement to shoot the blocks falling from above. One hand, two jobs, pulling in different directions: chasing the ball leaves blocks unshot, and lining up a shot means the ball arrives somewhere you are not. Scoring comes from the shooting, survival from the paddle, and the tension between them is the entire design.
What went wrong?