I really, REALLY like this concept, and I also really like the game-- it's more in the super meat boy genre than the rhythm genre, though. To work on the parts of the level you're not secure on you need to be able to breeze through the parts you are repeatedly. Although this adds "difficulty", it lengthens the amount of time I actually need to learn the patterns by doing things I already know how to do over and over and over again.
Obviously becoming a good sight reader would be the best thing for this, but sight reading is really about interpreting a collection of notes as some set of things you've already seen. More different patterns in the warmup levels would help, instead of hiding the first exposure to them deep in the level where they're unfortunately time consuming to practice.
Man, this game is a classic. Yes, it doesn't play fair. Yes, it puts you in unwinnable situations. When you're playing IndestructoTank, though, the game feels like your opponent, not something you're playing-- which makes winning incredible.
I don't think this model holds up today, the smoothly crafted difficulty ramps and well designed levels really are a welcome feature. The game is defintely dated. if I want to get my butt handed to me, though, nothing beats IndestructoTank.
The last level was incredibly unforgiving, not because the puzzle was difficult but because I couldn't eat the right animals without taking some damage. More thoughtful placement might help, not just in the last level but in all of them.
hate to double comment... but all of a sudden I can't buy anything b/c it says I don't have enough gems. not enough being -9. even things that don't cost gems. still a great game though!