BUG
Ball constructor and collision detection
When a ball spawns at the edge with a large radius, it can spawn partially off-screen, making initial collisions feel unfair. The constrain in the Ball constructor uses this.radius but that value is set just before, so there's a risk if random() returns extreme values.
💡 The current code is actually fine, but you could make it more robust by calculating the safe spawn zone before creating the random position: const safeX = random(this.radius, width - this.radius) or clamping after: this.pos.x = constrain(this.pos.x, this.radius, width - this.radius).
FEATURE
handleCollisions()
There is no visual or audio feedback when the player is hit by a ball, only the life counter decreases. The burst effect at collision is good, but the game could feel more punishing or dramatic with additional effects.
💡 Add a screen-shake effect, flash the background color, or briefly tint the HUD red when lives decrease. You could also add sound effects when balls are destroyed versus when the player is hit.
FEATURE
Game mechanics
The difficulty never increases during a single game—spawn rate and ball speeds stay constant. Games feel more engaging if challenge escalates as the player succeeds.
💡 Gradually decrease spawnCooldown as score increases, or increase ball speed ranges based on waves. Example: spawnCooldown = max(300, 1200 - score / 50) makes enemies spawn faster as you score more points.
STYLE
All event handlers (mousePressed, touchStarted, keyPressed)
shootLaser() is called from three different places (mouse, touch, spacebar) with the same logic. The cooldown check inside shootLaser() handles the filtering, which is good, but it means the game doesn't respond immediately to user input—it appears to 'ignore' clicks that arrive during cooldown.
💡 This is actually fine for a game, as cooldowns are expected. However, you could provide visual feedback (brief flash or sound) when the player tries to shoot during cooldown, making it clear that input was registered but blocked.