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1
Actually capturing the mouse seems really finicky, especially with classic mode.  The first few impacts work fine, but then after a while it either doesn't register that I'm clicking at all (in classic) or throws a bunch of fake clicks in randomly (in wave).  This is obviously devastating to the game, so that needs to be figured out ASAP.  I'm on windows 7 64-bit, but ran the 32 bit since I apparently didn't have the right 64 bit dll.
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The "perfect" particle effect is far too obscuring; by the time it's faded, the next ring is just about to start and that makes it more stressful to get a perfect than an excellent, which is counterintuitive.
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Lag.  Lag kills this game dead; you need to detect when things are not drawing and pause the updating to match, or else you get rings that go through almost the entire cycle without the according draws.
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You should definitely put an exit button if you want to let people test it out; it feels dirty to end task and the user never knows if something's being unhandled in memory.
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Your gameplay should not be running while menus are up.  I have gotten scored on rings in which the click for "restart" coincided with hitting a ring just right.
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Your concept for the entire game seems a bit off.  This feels like a minigame, not something you would actually dedicate a 100MB download to, in Unreal no less.  Maybe you have more planned that I don't see, but as it is, it is a woefully unprepared concept for a full game.
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Other than that, I did like the music and most of the visuals.