The game *is* freakishly hard. The best suggestion I can make to beating level 4 is to try adding blocks horizontally before attempting to pass a stage, else it'll be that much harder to grab the pixels. But yeah, eventually they gain a speed in which the pixels become unseeable and lag prevents you from even being able to grab them properly. Fix, plawks.
This game is pretty fun. Challenging platforming with a creative twist, allowing one to use several techniques to reach your goal, not just jumping and... jumping. It's got that Meat Boy feel without the Meat Boy blandness, if you catch my drift. 5/5
Well, to all those of you begging for URLs, it would appear you can use any song from Newground's Audio Portal by choosing a song, right clicking on the Download button, and clicking "Copy Link Location" or something similar to that. Enjoy!
(Bump this if you think it helps.)
Oh, there's a problem I forgot to mention. There are occasions in which the notes will sometimes appear practically off-screen, making it hard to get as much notes as you possibly could otherwise. Hope you look into it.
An excellent improvement over the first game and a nice addition to the desolate music section of the site. (I don't very much like the other ones, though I'm waiting for a sequel to Music Bounce.) The only thing that seems to bug me, though it's something that can't/shouldn't be changed, is the length of the songs, which can drag on for a good while, though the gameplay itself serves as a good distraction from the length.
Can't wait to see more in the future!
I keep finding myself dieing even though I'm a good few pixels away from the dice. It especially happens with the Death Dice. You might want to look into that.
Even if the enemies don't spawn *on* you they can appear pretty darn close to you, especially because one tends to move around a lot in these kinds of games. Not only that, but later on the enemies sort of blend in with uncollected pips. You health bar gets decreased disturbingly quickly and things that normally do different amounts of damage (Getting shot as compared to bumping into an enemy, for instance) in most shooters, deal an equal penalty in this game. You should pretty much change the weapon upgrade option to "shoot another shot from another side of your ship". I'd recommend creating a variety of weapons so that one can simply choose one and improve on him (similar to skill systems commonly used in a good portion of RPGs). Though the game looks pretty, it could use a touch of originality, because I didn't see anything here that I haven't seen before.
Hope you keep this in mind, should you design a sequel.