I feel that this game tries to achieve a certain kind of simplicity that is overshadowed by the unfortunate amount of energy that is required to persevere past the first level.

I have not played a game similar to this before. You get a point on the house for not using a pre defined context.

Your setting contradicts the style you're going for. Is this the apocalypse of the doom bullets or a simple game trying to challenge player's reflexes? The description conflicts with the setting.

The music sounds like it belongs inside of a strong and thick boss battle within a very difficult and climatic point of the game, not in a simple flash game like this.

The gameplay is unrewarding, as different as it is. Each time feels like the last with nothing to set each experience apart or teach the player how to approach the situation better the next time.

Using two keys is also extremely tedious and perhaps the option to use a mouse would have been preferable. I understand the challenge is timing the interpolation of each apoasis from the action point so I don't believe it deserves to have a rating detracted from that.

It's a nice little concept, but you have, in my opinion, mixed up a lot of your priorities when deciding what the purpose of this game is.

Perhaps with a little more polish, and a quick trip to the drawing board to decide what /is/ fun about this game, what can be improved and what needs to change in order to provide a consistent experience; the end product may be something entirely more fascinating and engaging.

Who knows, but ARES in its current state seems to be confused, and it is reflected on the player's perspective.