Yeah, I think it is. Although I did play GYRO when it first appeared, really nice game. I just think it's pretty boring after a while, could have used the thrill of some rhythm related stuff in it
But yeah, it's ridiculously addictive.
The combo being the way it is was just the first way I could come up with of adding that indicator without any other number cluttering the UI. That is also why the multiplier is shown in the background instead of a number in the corner.
I guess I should give it a play again some time to see if it helps me with keeping a clean style. I want to have the least amount of text possible in the game in the final version (think of Angry Birds, you don't need any text at all to play, everything is so obvious).
By the way, I have completely dropped development of the web version, so it will stay the way it is now (there was an update recently with links to the composer's pages, a settings screen and some other stuff). I am now remaking the game from scratch with
Libgdx. It's still not too low level programming, does a lot of the heavy lifting for me, but it's still the lowest I've ever programmed for a complete game, so it will still take some time. But I am really enjoying my experience with Libgdx so far, and the game is running really well on very sub-par Android phones, even though right now there isn't a lot of content. Also, with Libgdx I can easily port it to iOS, all I need is a device and a developer account.