Excellent, but so much left to be desired...
First, as always, the synopsis:
Graphics- Who cares? It's not an animation, it's a game. For those, you want to have good...
Style- 9.4 (Sound 6.3): Simplistic, yet engaging. Very reminiscent of retro games like Pac-Man and Galaxia in the brain-numbingly repetitive tunes and and minimalistic levels. The sound, as well as it fits in, is so, so, SO annoying that a mute button would have been optimal. No matter what, remember some people always want to listen to their own music while playing. Some small steps in adding creativity to a tired concept with small things, like turning the ball in accordance to moving it (pretty mesmerizing, btw)
Violence- 0.4. Poor lava-tized ball.
Interactivity- 7.7. Yeah, yeah, on a normal game this would easily get a 9.3 or something, but the fact is that this is someone with great skill performing a boring, monotonous concept. As must competent flash designers do, you brought something new to the idea, but the fact stands that the idea is still old. For examples of games based on moving a ball around various obstacles, see the Ball Revamped series, Wreckanoid, Gravity Pinball Challenge, and the classic Gyroball. Yeah, a lot.
In reality, this game is riddled with bugs, but none of them are conspicuous enough to really affect gameplay. A few examples are that; a) in Purple Hike, if you position yourself correctly and hot the upper-right hand of the screen, the level, just, ahh..., vanishes. b) Also in Purple Hike, the ball can occasionally hit two of the closely congregated targets and spiral off in a weird direction, and c) sometimes, you can fly over the top of a spike, and not get pooped.
Primarily, the main focus of the complaints seem to have been level design. I found them to be quite good actually, but given the lack OF levels, it's not enough to compensate. However, luckily for you, the sheer amount of obstacles and gadgets did reconcile this fault. Unfortunately, it also seems like a shame to see such awesome things as a giant, circumnavigating laser and a gravitational inverter be used only once. if you don't want to design more levels, or can't design better, more difficult ones, try giving the audience the chance to do what exactly what they want themselves, and introduce a level designer.
A level designer, is, quite frankly, the best thing that could happen to this game. They can take games with horrible level design and make it great by letting people play each others levels (See: Paintball: The Game). This would give everyone else a chance to see how else a gravity inverter could be used, and it's uses, etc. Sure the user could design backgrounds and have as much power as you do in creating levels, but they can place objects, and that's all they need.
I enjoyed seeing more than one path through the game. If somebody got stuck (unlikely, but still), they could follow another path. But, if you completed them all, you get more levels. Sweet.
Humor- 0.1. Yeahhh...
Overall: 7.7. If I hadn't done this so many times before, this would have been much better.
If you do make a sequel (I'd advise first making something much more innovative and 'yours' with a fresher concept, but if you do...), make sure to include some better replay value. The 'aces' tried to add replay value, but were so easy to get they failed pretty badly. Thus, try for a level editor, the ultimatum of replay value.
In conclusion, you have definite talent, but lack originality. Work on introducing a better premise, and you could easily win the best game of the month.
P.S. One big thing I forgot. This is a platformer. I would have liked it much better as a side-scroller, like your menu screen.
P.P.S. Yeah, some text was cut off (Crystal Fortres? Hmm?). Watch that.