I actually thought the music didn't quite fit.. well, rather the theme in general.
given it's a game about cutting stuff then blowing it up, I was expecting something a bit more 'edgy'.. some kind of bomber man character guy who's trying to.. I dunno destroy evil villains lairs? or play as an evil villain.. robbing banks? dunno, but I wasn't expecting a quiet, chilled out lounge type feel.
I gave up on level 23, so I did play on quite a bit through. I did find the difficulty curve a little hit and miss too- I didn't feel like I was getting much better at predicting the outcome of my actions as the levels moved forwards.. my approach to most of them was: cut into as many small pieces as possible, then click somewhere in the middle. This works most of the time, except when you start adding in the border pieces, and it gets a bit trickier.
what I like about it:
- variety in your approaches to level solving are potentially very high- although at the mo the random success factor diminishes this a bit
what I would do next:
-I think there's more to be explored with the whole balancing and toppling of pieces, which isn't fully possible with the mechanic of blowing pieces up and to the side. I think your 'buildings' should be precariously perched on towers, and you need to get the pieces falling off the towers and downwards (as well as to the side)
-for something called 'slash boom' the theme is incredibly tranquil. sure you could spice it up a bit

- why not start with the shapes of the 'buildings'? they don't have to be abstract, make them into things- dragons, robots, pirate ships.. whatever. If there's an element of 'oo, wonder what I'll destroy next' then there's more of a hook to see the next level, much more than abstract shapes
to sum up: it was pretty fun, but I think the real good stuff is yet to come in a sequel
