DAMMIT!
I was trying to beat sixflab's score, and after a few tries I got to, guess what score. 8321. Argh... I'm beating that score, regardless of how long it takes me.
Now, enough of my whining. I enjoy competition too much. The game itself is very good. It's a perfect example of when such a simple game and concept become so complicated, hard, and best of all, fun. I really enjoyed playing this game, good job on it! Also, please add a high scores system, lol :3.
The graphics look great. Simple but effective. I really liked the graphics of the menu screen, and overall, even for simple graphics, I liked the smooth and colourful look of the game. Moreover, the background was excellent and provided a cool effect while playing the game which made the game look cooler and still not distract the one playing the game, so nice job there. I really don't think you can do anything to improve the graphics. Animation at times was laggy, even when quality was lowest, and at other times was fine, although I suppose that's just my computer acting up again. I suppose there isn't anything wrong with the animation, good job there too!
Now for the gameplay. I have to admit that for such a simple concept, the gameplay was great, the game itself was well programmed without any glitches (as far as I know) and there was a noticeable increase in difficulty as the score went higher and higher. The different objects/spheres in the screen all did something different and there was a large variety of different types of spheres (I went up to that annoying blue one that keeps following you). These small things make me want to play the game again and again, although there are still some things that need a bit of work...
Firstly, it's the rate of difficulty. As sixflab said, in the early stages of the game, avoiding the stuff thrown at you was child's play. I almost stopped playing because it started to get a bit boring, but for the sake of curiousity I kept on going and then I noticed that the game was actually getting harder. I think it should either start out harder or become harder at a faster rate, because the user can easily get bored playing this and not realise that it's about to get much harder.
On a related note, I think the difficulty should be proportional to the time you've taken playing, not your score, i.e., the longer you play, the harder the game, not the higher your score, the harder the game. I've noticed that when I get a small sphere which gives me a score boost, a big bunch of new random spheres appear on the screen, indicating that the difficulty gets harder depending on how high your score is. Why do I want it depending on how long the user has been playing? Because if the user's doing really well and gets loads of score-boosting spheres in a short time, the game still inevitably gets harder, whereas if the game gets harder depending on how long you played, the user can get as many score-boosting spheres as he wants without worrying about any sudden increases in difficulty. Haha, I doubt you understood what I mean, I suck at explaining...
A pause menu would also work well here. You could pause and see how many sphere types you've unlocked (so if for example you get to the yellow spheres, it becomes 'unlocked' in the pause menu where you can see what it does which makes it different from the other spheres), and pausing is useful when the user just needs a break, or possibly wants to change the song since you can't change the song when playing.
Additionally, I think a small tutorial would work well here. At first I didn't know I had to avoid *all* the spheres, and tried to grab the green ones while dodging the red ones, and I obviously lost. Same with the yellow sphere; I thought it was some sort of awesome powerup or something, but I lost when I touched it too. Speaking of that, powerups, as the other reviewers said, would really work well in this :).
This is an awesome game, I have to admit. The only problem with it is that it can get a bit boring at the beginning. Still, keep up the great work! :D
8/10
4/5
-Review Request Club-