Okay, major complaint: you absolutely need to add code to this game to make the word of the day override the in-game dictionary. The word of the day today on dictionary.com is "hypethral", which is not accepted by this game at all, severely handicapping my ability to use this fabled "use the dictionary.com word of the day for a fatal attack" thing. X_X
Some levels were devious. Some levels were honestly kinda easy once you've already mastered the concepts in the first two games. Some levels were even cooked, not requiring the use of all the movable pieces. Overall, though, a worthy follow-up.
This is an amazing deconstruction of video game upgrade systems that is a fun waste of time in its own right. The transformation from Stylistic Suck to something epic and amazing has to be experienced to be understood.
Although more than a few levels were easily cooked (most severe is level 21, in which only 5 out of the 11 movable objects are needed), this game was just the right challenge level and length.
Short and simple. I wish there had been a badge as incentive to complete it, but at least the sequels have achievements, and I am very enticed to look at them now. :)
I concur with the comments asking for a grid to be added to this game; not only would this make the puzzles easier for me to visualize, but it'd be easier to tell which tile I'm clicking on. Also, I would make the tips of the curves not extend so far into the next space that they abut the circles of the dead-end pieces. For L and T tiles, I have a habit of clicking on the curve itself rather than the space occupied by the tile, which can make controls frustrating to the point of ragequit; fixing either of these issues would help immensely.
In other words, make this game more similar to the iPad version. :)