Rated low because it did not save my progress... I have literally no interest in replaying the levels I already spent so much time beating the first time around.
The gravity and friction mechanics don't make sense. I get that you wanted to make it easier for everyone by making him roll slowly down hills, but it doesn't feel right and actually makes the game mechanics feel tedious and sluggish. It'd be a great game otherwise.
In the iPhone game we were able to nail that friction/gravity feeling. But that uses a different physics engine. In Flash this is as best as we could make it. It sometimes feels weird, but as you said, it makes it more accessible to other people.
In order to get to World 3 (Underwater area) once you've beaten the Snow World Boss (no spoilers) - Start a new day, DO NOT START MOVING, and wait for the icon to appear in the top left corner of the screen. Click on the second icon from the left and choose the seaweeds.
I agree completely with Lysergic. Don't get me wrong, I do enjoy your difference games. As you're the only current developer on this site doing difference games, however, it's painfully obvious when you reuse the exact same pictures with the exact same differences in multiple games. I've seen certain pictures in up to 3 different games.
In addition, you really need to change the music. It's relaxing, yes, but after a while it gets on your nerves. I usually can't play through an entire game without turning it off because it's so repetitive.
I found a use for Rocket Boots - Bounce Cancelling! Use them right as you hit the ground to eliminate your vertical velocity. 4/5 times you'll hit something that only propels you a fraction of your original height. 1/5 times you'll hit something that'll stop you dead.
Started bouncing, decided to browse the comments section. Made it through all pages of comments, I was still bouncing 2 minutes later, and I had only gone from 32000m to 33000m in that time. 20 seconds to get to 32000m, 2 minutes to get to 33000m. Yeah...
I would absolutely love mouse control if it's at all possible. I can't seem to get the same precision with keyboard controls. This is coming from AudioSurf experience of course.
The last puzzle made me facepalm. I totally spent the time counting the lights on each color and counting the colors on each elevation before hitting the bottom.
I like the skill concept - I think you could take it further, though, by adding extra energy for non-random chains. Or in other words where the chained set was already on screen before starting the first set.
The jump function needs to occur upon Space Press, not Space Release. It's also very sluggish having to wait for the ball to stop bouncing to jump again. The controls just feel incredibly awkward.
While I agree that the game relies a bit heavily on timing, the timing isn't anywhere near as tricky or tedious as other games.
It's incredibly rewarding to solve a puzzle - both in the satisfaction of winning AND in the cool ways the levels just visually fall together when you finally do things the right way.
And again, thank you for your comment! We are working on it. Which browser are you using?