It is an interesting concept, but needs quite a bit of polishing though.
There is no sense of progress, with the same two enemies repeating over and over, the mage has little life upgrades, but the worm-thing remains the same, and no rewards for defeating enemies. The typical Gold/XP system could be an improvement, with items and abilities that change your peggle ball's behaviour, types of cannons, as well as stats changes. Change in the scenery could be good too, adding different types of blocks to interact with the ability/items effects.
The art is kind of lazy, but it pairs surprisingly good with the "voices" fx of the characters.
For the moment there is no challenge to the game, just shooting the ball and watching it bounce randomly, maybe aiming it a bit for the "hit" pegs, but some strategy would be nice to see, maybe special bouncy pegs that with the proper aiming could get your ball into an assured big number of pegs, or could also be pegs that let you redirect the ball from their position, ghost pegs, a rotation of active pegs...
Also, the difficulty curve is a little high, played the game a number of times and always reach Zone 8 with all my hp and get killed, repeatedly.
As I said before, it needs polishing, but it's an interesting concept and with the proper amount of work I think it could be really fun to play. You got the peggle, work on the RPG.
Good Luck :)
Everything you mentioned was actually planned, but I started the jam late and ran out of time. When Construct is out of beta and I get my licence, I'll continue working on it.
Interesting concept, nice sound effects, but the lack of effort put into the art really kills it.
Haha, i know. Believe me, I really tried to do something not entirely ugly! :D