Looking forward to seeing finished game... looks great already!
I'll probably re-hash level so that it's a bit more progressive in terms of learning curve. I'll probably add a few more easy jumps at the beginning, so that player can adapt to play controls.
From my perspective, it seems that most players (that I have seen playing) assume they will control the ball directly, and not it's acceleration, which is essencial to understand, for game play to work. That's the real difference between a physics based game and a regular control game, you influence the outcome(physics), you don't have direct control over it.
Maybe I can tweek user control effects a little, but it would be nice to have concrete feedback about it.
Osmos has many floating items, which means a lot of data transfer (sprites) into spectrum screen memory (slow), unalligned, which implies sprite scrolling (CPU load), plus extra processing for multiple physics objects (CPU load).
It might be viable, but only for a heavilly reduced or limited version.
Any way, I already have another game planned, after I finish this one I'm not queueing anymore right now.