Thanks for the response! I've played a bit more and from what I can tell, only the most experienced players can actually get to the 10 apple mark. This is due mostly to lag it seems, I tried a bit on practice mode and although it still lags a bit, I am able to get many more apples than, well, the one apple I was rarely able to get in 2 player multiplayer. A pause button would be a nice addition to the practice mode, and if there was a way to practice without players being able to join your game, it might help some people.
There seems to be a potential problem with going around in circles. People who just do that have a much higher survival (and win) rate than people who play the game. I haven't had many experiences with this, yet, but it seems the problem can be solved by spawning an apple so that it will hit them. Then they'd hit themselves when they tried to go in another circle.
_Sorry, I had to split my comment up because it was over the 1,000 character limit._
I guess this is Nonoba's fault, but the game seemed pretty choppy. Room names had no limit in text -- that could cause a server overload if an immature player decides to spam 10,000 words or so via copy and paste. The reason this game isn't getting much attention yet is because you aren't doing anything revolutionary for Flash games. Sure, all online games have multiplayer competitions, but why aren't they as fun as online console games? Well think about it, they have different match types, customizable aspects, and statistics. If you could add things like "eat all of the other snakes, but you can only start at their tail" and other match types, it would make this game incredibly better.
I would also recommend a customizable part of the game, and a detailed statistics list, where you can track your profile. I'm sure Nonoba would appreciate this aswell as registration on Nonoba would be required. Players could earn crowns and such by having a total score of x. This would add incentive to come back, creating a more active community, which makes a more enjoyable game. Good luck, I think this game has a lot of potential!
I like the button transitions a lot. I think this game has a nice idea, but is missing something. You have a solid concept, but a campaign mode where each level you get 5 new balls and you have to stop them within 1000 seconds or something would add a nice element to this game. Sandbox modes are always fun. I'd love one where you could add as many stickies as you want, and increase and decrease balls (and their speed) as I wish. The music, as a few people have mentioned, is repetitive. It reminds me of the IndestructoTank music. Try looking on the Newgrounds audio portal for some good loop songs. It'd also be nice if there was a seconds timer, or if your score itself was tracked in seconds. Also, I don't know whether or not this was intended, but right click pauses the game. Overall, it's got a good idea, but you'll want to take it much further. The features I mentioned shouldn't take too long to implement, but they'll greatly increase the score of the game.
It's a good game, but I liked Indestuc2Tank better. Although the graphics in this game were more "realistic", I still seem to enjoy the simple textureless ones in the second IndestructoTank game.
I also didn't like the splash radius of the missles. In the second one you could aim yourself at the area of the missles, so when they hit you could be lifted back up into the air, which allowed for a more intense game because aim was required instead of just flinging yourself at helicopters. Here, though, you need to rely much more on the helicopters, which makes the game dull after a while of mindless "go left, go right, go left, go right" stuff.
You guys should make an Indestruct2Tank anniversary edition -- I think that would be a great game, but maybe you should not have made this anniversary edition. It's fun, I like it, but I just don't see why you went back and changed this game instead of making a new one.