By the way guys, I did implement the API, but I didn't end up getting badges for it. Thanks for all the nice comments, though. I read them all with a smile on my face. :)
It was pretty fun, but it seemed that, with the exception of a few levels, the way that difficulty was increased was simply making the level more messy, which kind of killed the concept a bit. 4/5.
@Kain, well, not necessarily. The delay of the block release is time-based, not frame-based. So on a slower computer, there's bound to be more blocks on the screen.
I don't understand this auto-save thing. Even after I updated the file, I still had my save files... It doesn't make any sense to me.
READ THIS IF YOU LOSE YOUR SAVE FILE:
The reason it didn’t auto-save is because I had to make an update to the game, which caused a loss of all data. The save data is dependent on the version of the file. Sorry for the inconvenience. :(
DarkestNights, that's a feature... you should read the "How to Play" next time. :( Clicking repeats the previous color you grabbed. So if there are 3 reds in a row, you can grab one, and click twice to repeat.
@Jonnie, yeah, it takes down your health when you repeat it incorrectly (if you grabbed blue and repeated when next color is green.)
Also, there's no way that blocks can spawn under eachother, 'cause they all spawn on different intervals. It spawns 1 block on each side every so often, decreasing delay as Level # increases.
Wilke, the block generation is random, and so is the color generation. I'll even show you the code. :)
Technically, you're bound to have a lower chance of getting your color rather than the the other 4-6 there are. 1/6 chance of getting your color. Math.random() doesn't like you much. :D