I have trouble with anything spatial-related; did relatively well throughout the algebras, but once I got to trigonometry, calculus, etc.... brain no compute.
Thus, I struggle to reckon the ship's dimensions, to figure the perspective.
Math IS good for something (practically everything) - even that advanced (")theoretical(") math. Stay in school, kids.
The Music can
wear on you.
There are 4 different Tracks to progress down, each with their own visual and musical themes.
Each of those Tracks has 4 different Tiers (difficulties), each with 8 Levels;
Each subsequent Level in a Tier adds to how far through the musical track you get through -
Each Level within the Tiers is different from the last, though they appear to be static (i.e. you can memorize the layout).
The different Tiers within the same Track have different Music to accompany them.
===Electronic: The advertised image is the Electronic track; the cylinder you're shooting through appears to surround a visualizer, reacting to the Music. Avoid sets of Orbs bouncing between two points.
===Minimal: The obstacles pulse to the Music. Avoid Rival Ships that fly down the Track with you.
===Laserdance: A pulsating corona within the center of the Track responds to the Music. The obstacles are the same color as the collectibles. Therefore, the only thing to (")avoid(") is Sliding Platforms.
===Synthrock: Another pulsating corona (though to a lesser extent). The Tracks are much more, er, angular (diagonally inclined). Avoid Spike Traps.
Mind that these summaries are only from the first (and sometimes second) Tiers; I've no doubt that with each subsequent Tier, more obstacles and features will be implemented.
You can customize the color scheme of your ship.
You can play with keyboard, controller and even the mouse - the only controls are "Move Left; Move Right."
Keyboard, of course, offers better responsiveness.
Mouse seems to allow your ship to move slightly faster, at the loss of some precision.
Have yet to try controller.
There are different (")power-ups(") to collect, such as a Shield that allows you to survive one collision, a "Drop" that lowers all obstacles in your line of sight, a [unknown] that fills the gaps in your path for a(n extremely) short period of time. These power-ups are Track specific. When selecting a Track, there is a "?" - Click it to see all of the Track specific obstacles/power-ups/etc.
If you wish to chill while being stressed: Avoid Sensory Overload.
The overall feel of the game is the most relaxing (rave-induced) trip you'll ever experience; the (")checkpoints(") - which aren't really, as any time you crash, you'll respawn a little ways before then, invincible for a few moments - are points at which the speed of things is increased. Break out in a stress-induced sweat while calm. How strange.
I was torn between this and Race the Sun.
I don't regret my decision.
(I got Race the Sun in a Bundle soon after; it is amazing too, in its own right - hardly comparable to Avoid, except in that you're flying down a track.)
*EDIT*: Were it not for the (almost) assaulting visuals, I would argue that this game should've been called "Muscle Memory Trainer." It claims reflexes are necessary; I claimed "you can memorize the layout [of the tracks]."
False; your first several runs will be to get a feel for the tracks; your golden runs will be to put that muscle memory (which I guess could be called "reflexes," at first) to use.
This is not necessarily a criticism, I will keep coming back to the game when I'm pondering what other game to play.
Just. Fair warning.
Muscle Memory Trainer WHILE Avoid(ing) Sensory Overload.
Also: There is an Endless Mode on each of the Tracks with different difficulty levels; Leaderboards. I'm fairly certain that the Endless Mode is randomly generated; it is here that reflexes are actually necessary, *nodnod*.
Also: I think the music is not necessarily bound to a certain Level/Track/whatever; it might be random what music plays when. Maybe.