Great idea! I love the concept, especially if you start working with some different mechanics along the levels (like clicking in things, objects that can be passed trough, etc) Though I agree the welcome screen is too difficult, and i feel the ball is to fast too.
Thanks! I've amended the welcome screen from size 36 font to size 60, and I feel it's a lot more manageable now. The ball's acceleration has been toned down a bit (10 pixels/sec initial speed, 850 pixels/sec/sec acceleration to a top speed of 850 pixels/sec), which makes it easier to work with, but I feel the real issue is keeping the ball from getting stuck. I figure I'll tell it to ignore the cursor and apply normal ball physics if the ball tries to go in the same direction (whatever that means; I'll have to tool around with it) twice in a row (such as if your cursor is on one side of a solid and the ball is on the other, causing it to snag).
The environments will be full of interactive elements, and even a few hazards. Many of them will be maps, on which you can click to access new areas you discover (for example, you can click on a house after bumping into it, allowing you to enter the house). Others will be elaborate artwork (murals, collages, and the like), and a select few will even be animated (such as a model of the solar system or a pair of combatants engaged in a duel, infinitely looping). Once I find a reasonable solution to the snagging issue, I'll assemble all the different level types with placeholder graphics and put 'em up.