It's difficult to get perfect on level 8, but if you pick up one of the balls floating around with your winch, it can prevent you from directly touching the wall when you approach the exit.
Reasonably spiffy game, with a good variety of music; however, I am a bit put off by the fact that the final boss is Dash Hopes 3, a song written exclusively to screw around with players of rhythm games.
It would have been nice to actually have it be a song with some merit as a piece of music as well.
Also, the keyboard control scheme is a bit awkward, and I personally prefer to do it with my keyboard sideways, but it is nice that you can continue hitting the right notes even if your finger slips to another key on the same row.
Excellent graphics, good difficulty curve, good ability selection (and the constant introduction of new ones keeps things fresh), and the fact that memory leaks stack make this one of the best tower defense games I've ever played.
I've liked much of Coolio's stuff, but this game is very poorly made. It could just be my computer, but the key responsiveness on Music Relay and Beat Masher are awful.
It seems like this game is polarizing because of the level of difficulty and skill required, to which I say: everyone is being rather unreasonable. Revi M Fadli, you show an impressive talent for boosting your own ego. Arcticguana3, "whining" about this game is important because it provides constructive criticism that the developer can--and should--follow. Making the direction of missiles depend on cell movement is something that has to be compensated for, but, contrary to what half of everybody seems to be saying, it is not so easy a monkey could do it.
In terms of light, red, green, and blue are the primary colors, and red and green combine to make yellow. This is different from pigments; don't ask me why.