Simple: a game, like others, with potential.
This is a game that feels like it could pass some of my time away if it weren't poorly executed. It’s a game with potential, perhaps because of its simplicity, rather than in spite of it. The player opens the game to see the Unity watermark, an opening title screen ("Neon Ball"), and a plain menu. It's not flashy; it's not trying to be something it isn't. It only feels like you're about to play a fun indie game. The first seven levels teach mechanics and obstacles. Within this time, the player will learn that you'll receive an ad every time you complete a level, and if the player has died a few times, the player will learn that each death warrants an ad, too. At the eight level, there is an abrupt change in difficulty: The player is thrown too abruptly from learning mechanics into the 36 challenging levels that we were promised in the app store. At this point, an ad after every death becomes intolerable. I'm disappointed because it's hard to find a game from an indie developer that's SIMPLE. Not flashy. Not overwhelming. Not a series of micro-transactions. Less than 5 controls; a game dictated by level design. With a more gradual progression (and less frequent ads), assuming the next 28 levels would be good, fun, challenging levels, this game could be just as fun as some of the greats (say, geometry dash or bacon the game), if a bit shorter due to the limits of a part time developer.