My initial reactions to this game were very positive, and some still remain. I love the overall presentation; lots of color, simple menus, very easy to navigate. This seems to extend to the level creator too, though I haven't delved into it other than the initial tutorial, however I think I will make levels for this game, and I've never said that about any other game; it's that easy.
The campaign is wonderful in how it never punishes the player, with lots of checkpoints and very quick loads, though there is some very minimal stuttering once in a while. I was impressed with the amount of variety there is in the standard platforming and movement, and that was a nice little surprise. The music, of course, is wonderful, though I was hoping for more of it and levels, but hopefully the community/tools take care of that.
Also, I was glad to find that the Death Mode trophy levels aren't just the same levels from the campaign in which you cannot die as I feared they would be, but rather shoot little segments/revamps of parts of those levels that you can complete in under a minute. That was great.
... What isn't great is the design of many of these levels, and of the trophies themselves. Here's the worst example; there is a level with four vertical beams that become electrified every, let's say, second-and-a-half, and you have to collect say 15 notes in under 25 seconds. All the notes appear above the beams, and you have to hop back and forth to grab them while avoiding the electricity. Simple enough.
However, the design of these Death Mode levels involves having a set amount of placements of these notes, and having their appearance in those placements be randomized. So, I found myself making what was a near-perfect run, in which I didn't meet the requirements simply because the hand I was dealt involved one note appearing on the far right, then the far left, then the far right, then the far left, for probably 14 out of the 15 notes. There was quite possibly nothing I could do in that run to beat the level. Yes, I got it about ten tries after that, and it wasn't very hard, but that doesn't change how aggravated I was at the time, and that the entire design is flawed. I understand the reasoning for the randomization; to require skill rather than memorization (both mental and muscle) to beat the levels, but just randomizing the layout is misstep. The right approach is to have let's say thirty approved and tested layouts, and then randomize those. You could even fuck with people by making sure one specific setup wouldn't come up for another hundred tries if someone nearly made it but didn't.
This wasn't the only place something like this happened; I can think of a few other examples where I was running back and forth across a stage because of dumb luck. Actually, in a few, if I saw the first note pop-up WAY on the other side of the screen, I just died and restarted. Why wouldn't I?
There are also some weird glitches in the game, which didn't affect the campaign much because of the awesome checkpoints, but will make you grind your teeth in the Death Mode. Pushing to the left and jump to leave an anti-gravity binary column and avoid the ceiling-of-death above, only to have your character jump up anyway because, hey, you pressed the jump button, sucks. It also sucks to restart a level and die because the spawn is in the middle of a missile path, which never stop once the level starts.
Overall I'm still enjoying the game, and will get all the Death Mode trophies at least (only Deadmau5 left to go), but that doesn't change the design issues that have nagged me today.
Oh, and on a totally petty* note, I'm always a little disappointed to see the trophy images of a game all be either one or two pictures. Why isn't it a rule yet at Sony that every trophy needs to have its own image, even if they're just slightly different?
*Where are the Tom Petty Levels?