@fabdynamic It's no problem! This was one of the few things I forgot to do after the compo ended so I appreciate the reminder.
As for the ball issue, it is driven by RigidBody2D physics, and I'm not entirely sure if the ball loses speed by itself over time or if it loses speed after each collision, or bounce. My guess atm is that it probably has to do with one of the ball's physical properties (mass, weight, etc.) or that it's a RigidBody2D object. Whatever the case, I've updated the game by reducing the ball mass and increasing the block mass and this seems to help. It's not a perfect solution but it seems to be quite a bit better now. I've also commented out the code that checks if the ball is going too fast since it doesn't seem to be necessary, at least for right now.
Also I've updated the Github README file so if you take a look it will show a few items I plan to implement in the game over time.