Thanks for the thoughtful feedback!
I wanted the result itself to be fun, not just “getting everything in.” Whatever happens becomes a poster and receipt, and even if you miss every shot, the manager still says something positive. I wanted it to feel light, almost like checking your fortune.
That’s also why I kept the aiming guide subtle and hoped players would use the previous trajectory as a reference.
For translation, I mostly use AI with the game context, then adjust the text in the actual UI.