It's good, could do with more unlockable combo moves, soul calibre style, maxes out upgrades less than halfway thru 2. If you didn't bother to read the instructions you have to refresh. needs pause and mute as far as i can see. 3.5/5
objective is too easy for hard and too long for medium. should have badged survival. The 5 and 10 minute survival levels are a terrible attempt at boosting the game's palytime. This game would have far more replay value if it was shorter and harder.
Having a long trail is a nice touch but yawn... I passed the time by watching the scenery which is a little disorientating... embarrassingly I lasted long enough to reach #8 all time =/
Constantly switching between 1 and 2 (which you should, to draw coins while 2 recharges) is really tedious, you need to eliminate that somehow. The 100%, 150%, 200% upgrade path of 1 isn't a good addition. You need to be able to start buying stuff sooner. But most of all, as others have said, gamespeed is just far too slow. This could be the basis of a great game imo.
ok, the way the blue ring moves faster when mouse is further away doesn't workwell though, means you move too slowly when you take mouse off the screen, i.e. near walls. I would guess this would be better if it just hugged the cursor. A 1 level game like needs needs API.
no skizm, it sucks not because it's difficult but because the only player skills it tests are (extremely basic) pattern memorisation and boredom threshold. The game's a beautifully wrapped turd.
lordfutyi, do a vertical line about 10 seconds in from the centre.
The position of the 'super-hard bonus levels' makes it look like a link to another site with exclusive content.
this could be the basis of an awesome game imo. one important improvement would be either a gradually decreasing possession time required to win/lose wrt time spent in level, or the implementation of some form of sudden death/possession determined victory after a set time. Addition of powerups would be good - weight/size/acceleration boosters, inertia decreasers, etc - and would provide an alternative way to reduce stalemates. Stationary obstacles for maps other than plain the rectanglur screen would add variety, as would different victory conditions (1st to 5 secs, whoever has most possession after 30 secs, needing to keep goal ball inside a marked zone for 5 seconds, same as current however with multiple goal balls, etc). The current game is too skeletal.