Pretty neato game! Overall the general construction and presentation feels high-quality and polished, everything felt very intuitive due to an excellent interface with loads of guides and tooltips, and the concept of a roguelike dungeon crawler being combined with billiards is quite the interesting combination! I found myself easily getting addicted and having a lot of fun.
If I was to have any feedback:
*At first I thought that the game might be a bit too easy with the targetting guide being present as default, but when you combine it with enemies that can blind you and it only giving you direction and not power and all the other effects, it feels like a nice decision overall. Still, something to consider as to whether that should maybe be part of a difficulty, or relegated to a power-up, or so on.
*I found myself really getting into the gameplay rhythm to the point where I would easily lose track of how many shots I had left. Therefore, it'd be really nice if there was some sort of warning when you're on your last shot, or maybe even a brief center-screen flash of how many balls you have left before each shot.
*While the gameplay does continue to technically evolve with more items and obstacles as you get deeper, it didn't always quite feel that way: instead it felt like I was just playing the same level over and over just with more trash cluttering the board. Certain obstacles like stoppers and boost pads didn't look like they were physically part of the board, looking detached and more like power-ups. Basically, just not sure about the long-term appeal if it's already starting to feel a bit repetitive with such plain and randomly-constructed boards. Maybe get a bit more pinball in your construction, in how they are more bespoke and make everything so flashy with all sorts of unique events and graphical themes?
*There are also certain events that I wish had a bit more pizazz to them. For example, when there are enemies left over at the end, it's super boring to just have 'X damage' pop-up and everything fade away: it'd be great and more intuitive if there was an animation where the enemies would physically ram into the player, either one-by-one or perhaps just all jump on him in a big dust-cloud tussle, and then bounce away. It'd deliver the information of why you took damage much better.