Good but needs a speed incentive. A couple of ways to do this would be to have the game end and take your score after X seconds (it stops getting more disorientating pretty early anyway) or give the player Y lives and knock off a life every time they go Z seconds without collecting another star.
seems like the tutorial takes up the entire game. Introduce a couple of new concepts, let the player explore the use of them for a few levels, then add a couple more, maybe focus on the new ones, then combine everything together. Repeat.
@above, ice creams is a word, ice cream has 2 meanings (1 is used like sorbet, the other like lolly/lollies) and the plural of the latter uses an s.
4/5 for the game
overall good, a lot of nostalgia here for me, but losing all powerups on death is really bad design. Making the game so unforgivable, when it takes a while to get interesting as it is, kills replay. Also I can't get mute to work? 4/5
changed to 2/5 on the basis it is possible to have fun with this game, but in doing so the score loses any meaning. link to pic of glitch (yes that's 2k+balls up there):http://img168.imageshack.us/my.php?image=2359dd1.png
pretty good. It's quite hard to tell exactly where you'll end up when switching grav 90 degrees tho and imo locking up to jump and right to forward is less confusing than locking them to their respective directions. it says aasd not wasd btw.
level 11 is about not going for greys and seizing new greens early... like all levels.
This game's improved a lot since the original version, a little shallow but still favourited.