Score System

Collectibles
If you pick up a collectible you'll get a set score. Each collectible would be worth 1000 for instance. Each level has a total of 3 collectibles.

Trick Shots
Give the player extra points when they bounce against objects. For this there are a couple of ideas.
 * 1) Only bouncy objects give points when bounced on.
 * 2) Speed dependent, if you hit an object hard you'll get more points from it. If you go too slow you won't get any points for it any more - or a really low amount.

Left over Throws
There are three different kinds of throwing hamsters. There's a small, medium and large one. Depending on the amount of throws left over on a specific type of hamster, the points vary.
 * The small hamster can only throw once. If unused, the hamster will give you X amount of points.
 * The medium hamster allows you to have two throws. If you have two left over you'll get more points rather than when you have just one left.
 * The large hamster allows you to have three throws. When you have three left you'll get more points than when you have two or one left.

Time
For the time bonus, each level will have a set amount in seconds. When the level has started this time will slowly count down. If you have left over seconds at the end, it should multiply with X and then reward that amount of points to the player.

In Game
When in game there's feedback as to when receive some kind of points. For the trick shots for instance a little number should appear in the direction you hit the hamster from showing the amount of points you received from doing so. This without being in the way, as it should - with this logic - always appear in the wall. As could be seen on the example screenshot.

This feedback will enforce players to hit the walls and use creative ways to get the hamster to the end without always using the sometimes more simple solution right in front of them. It'll also allow players to play the game again as you can attempt to get more points.

Hud
The hud should show the amount of collectables the player has attained. This way they can quickly see how many they still have left to collect. The hud will not show the player's time as it may cause them to rush the puzzle, thus not focusing on the puzzling aspect of the game mainly.

Post Game
After the game ends there should be a little point counting going on, showing the player how many points they gained in the different areas as well as a summary. A game which does this well is Zeptolab's Cut the Rope 2. Making the player feel rewarded after they finish a level.