What a ball simulator actually needs to do
The physics part of a bouncing ball simulator is not difficult. Reflecting a velocity vector off a surface and applying a constant downward acceleration covers most of it, and a competent developer can build that in an afternoon. This is why there are so many free bouncing ball demos online and why almost none of them are useful for making video.
The hard part is control. A clip that holds attention needs the run to change over its duration, needs the collisions to line up with audio, and needs to end at a definite moment rather than trailing off. Those requirements are what separate a simulator you can publish from a simulator you can watch.
That is the gap this tool is built to close. Gravity and bounciness are exposed because they set the character of the motion, but so are speed build-up rate, population ceilings, size growth curves and note mapping, because those are what determine whether a finished export is worth uploading.