there's no real penalty for making a move that does not complete something, so it's too easy to just click everywhere, and all the pieces eventually disappear. sort-of boring.
Starts out to slow, and gets toughr in the wrong way. The frequency of worms should increase before the speed of the worms does to make a good challenge arc. also: too simplistic an art style.
Neat TC. Reminds me of an old Doom MOD, where the guy replaced all the weapon sounds with spoken words. "Shick-Shock Bang!". Not really a game, however, so doesn't belong here. :/
Great concept. Something to work through: There shoud never be a point when I'm totally lost, but still have time to play, one I've created a set of loops that are impossible to ever close, something should happen there, either to get rid of them, or destroy some of them, or something...
So I tried an experiment. I stacked only my green block, right in the middle, discarding all others, and it still reached a point where it swayed and fell over. This is not fair to the player, and in my opinion constitutes a failure on the part of the author to understand basic game design theory: Never punish or reward arbitrarily.
I agree with the other posters who say that the 'phantom wind' breaks this game. If I make a balanced tower, it should stay. If my perfectly balanced tower falls down, I feel like I'm being punished for taking care to balance my tower.
very nice. One suggestion. Don't make the player change input devices to replay a failed level. It was annoying that I was playing the game with the keyboard, but I had to use the mouse to 'try again'