I like it a lot, myself.
Some suggestions:
Powerups should stack; for instance, getting Spread twice in a row should make four balls bounce out, or every deflector you draw should split the next two balls to hit it (currently, only the first one gets split)
Time is bugged; it seems to make deflectors last less time than they normally do. Its persistence should be based on the number of missiles to hit it - that is, a shield drawn with the Time powerup should stick around until two missiles hit it, at which point it would fade.
The Length powerup is sort of not very useful, imo. I normally don't draw very long lines anyway, so it doesn't help much. It would be nice if it also pushed out the area in which you can draw, so it'd be useful for everyone.
Spread is comparatively too powerful. I'd recommend making it only spit out two balls, or making the other two powerups more useful somehow.
Two things: at the moment, all weapons are either hitscan or area explosions; there also needs to be cones emanating from the player, for shotguns and such.
Second, you really need to add a "Create your own generic weapon!" mode, which lets you make a weapon by choosing things like area of effect (point, radius, cone, etc), ammo, damage, cool down rate, reload rate, hitscan/not, indirect/not and all those other neat things. Then come up with some algorithm based on your current weapons that gives such weapons a point value, capped at some high number.
I've never played any of the games that people here claim are similar to this one, but I think this game just begs to be played with a Dual-Shock controller, with each stick controlling one of the records.
Really well done. One thing I would recommend: make the Angry Faic flash (or turn white or something) for a very short moment after hitting one of the small faces, during which time its color doesn't matter - this would make it actually possible to hit a bunch of faces in a row (by exploding them from below) without losing a life.
The circles really need more leniency - perhaps you could have a difficulty setting that will, on the easier levels, auto-fill a certain size of hole.
There's two other things that bother me, however. The first is that the mouse is used to both control your character and draw the rocks, which makes moving your little mage dude around a bit of a pain - you want to drop rocks on large collections of archers, but not to actually be standing above them. It would be nice if you could, for instance, use A and S to move the dude and the mouse to draw.
The other thing that bothers me is that no matter how much stamina you have, there always seems to be a hard limit on the perimeter length of the rocks you can draw. This wouldn't be such a pain if it were explicitly stated in the instructions, but it's not so you're just left wondering why the heck you can't draw any more even though there's plenty of stamina left. If you removed this limit, it would be a lot easier to draw rocks in general.
There's an issue loading the game at the moment - you get a pinkish screen for a while, but if you're patient the actual loading screen appears.
Other than that this is an excellent game, reminds me of Gish.
Very nice implementation of Snake, I approve. It's a bit too easy as-is, however -- it would be more challenging if the snake moved faster, or if it had a wider turning radius (perhaps one that gets wider with more body segments?).
As a comment, though, it would be nice if the snake only changed direction while your mouse cursor is moving -- a minor issue, but the way it is now if you leave your cursor alone long enough for the snake to catch up, you die almost instantly.
Eh... the art is good, but that's about it.
Blocking is strictly unnecessary; if you just take a step back, your enemy will cancel its attacking animation. Jumping renders you completely invulnerable to everything, which makes the boomerang dudes so much easier.
The last level is amazingly badly designed; if you fall off just once, you're done - you get sent back to the beginning, but the timer stays where it is. Since there's no lives in this game, falling off just once means that you have to play through the whole way again.
Sometimes enemies will just appear out of thin air, but won't attack you and disappear almost immediately.
The treasure chests are really confusing at first and not worth doing in the end, because they're so amazingly hard if you're playing at a high resolution.
Kind of really terrible. The controls aren't that good, and on my computer at least the random lag makes it hard to hit the teapot.
The AI sucks too, if you manage to actually hit the thing over the net it's probably not coming back.