Nice, solid implementation of a classic game. The wraparound is a nice touch. Could probably do with an "easy" mode that ran a little slower, but overall good.
Hey, neat! There is a bug sometimes where the shooter ball will attach itself in a tight orbit with one of the other balls—usually when it's travelling at high speeds. And you should totally implement a points system based on distance from the bullseye or whatever.
The mouse controls are very weird; maybe if in addition to the mouse controlling the direction, you could also (with keyboard control) do some sort of skid-steer rotation?
Ditto on the holding down the arrow keys, but dang, this is a great game. The difficulty of the levels is a little more variable than I'd've expected, but they definitely trend harder as you get into the 20s and 30s.
The interface is just maddeningly frustrating, because time and again the downclick event is missed, and so I think I'm dragging but the interface doesn't—and then I have to go back and pick it up, and it's too late. Could you maybe trap the mouse drag events as well (possibly checking whether the button is, in fact, down)? Because this is a _great_ game other than that.
The concept and the incidentals (music, animation) are good, but the mouse control is too awkward, I keep running into things on my physical desktop as well as selecting other windows and such on the screen. Too bad.
This is a fantastic game, and it even (surprisingly!) has pretty good replay value. My only UI nit is that it would be nice if that last windy path would draw itself—if there is only one unmatched colour, and the terminals of that colour are connected solely by squares of that colour *or grey ones*, it's pretty safe to assume that the player has solved the puzzle and the rest of the moves are just tedia.
I like it, but if you play on a Mac, it's not possible to discard—Ctrl-click pops up a context menu about the Flash player! Making it unplayable. Oops.
Really cute concept, but the "dead zone" for the spikes extends invisibly outside the spikes—making several levels playable only by counting pixels, or by getting lucky. Too bad.
Bleh. The premise isn't terrible, but when the game gives you a specific constraint and then literally no pieces that meet it, that's just poor design.