3D implies a third dimension. There is no third dimension here. Also, I've played Snakey on old DOS computers that had more interesting level progressions than this.
So... it's space invaders. Without even as much granularity as the original game had. Well okay then. Personally, I think shooters have come a long way since then...
I would strongly consider some additional controls. Consider the Perfect Balance series, where you can rotate the pieces in either direction with the A and D keys, rather than this unwieldy mouse-only control scheme, in which an untimely misclick can require you to waste several seconds turning the piece all the way back around again.
Nicely done, but the "win condition" check is FAR too finicky. Even with the shape grid on, I've often had to spend thirty seconds minutely adjusting each piece until it finally "accepts" the puzzle as solved. Should definitely be loosened up considerably.
Far, far, far too easy. The different colors of creep don't make much difference; machine guns shred them all. Total wipeout, even; they barely even make it onto the screen, so the complex maps are worthless.
It may not be easy to make a game, but it gets a lot easier if you steal the theme and mechanics from someone much more talented and then add your mediocre graphics and crappy use of the arrow keys for no good reason.
There seems to be a bug in one of the levels, unless one of the rules is that colored light sent through a filter of the same color will be blocked (in which case I don't see how that level is even possible.)
Also, having left that level unfinished and moved to the next batch of levels in puzzle mode, it keeps kicking me back to round 3 instead of round 4 when I finish. This is aggravating.
I like this game, but it would be better if, at the end of a level, it simply waited for you to click "OK" or something. The way it rushes on automatically is a little hectic, especially if you're playing for a short period of time while waiting for something else.
Flashbot, your Mountain games have very little in common with this one, whereas your newest game blatantly steals art design from Death Dice and pastes it into your rather bland Downhill Ski games. There's a difference between "games of a similar genre" and "using specific images and designs."
This game needs a much clearer "Safe to hit" detection. Relying on the naked eye was often very difficult. Even just a little "!" that popped up if you were in close proximity to a bigger planetoid would help.
Disappointingly easy, and rather badly ripped from Magic without any real understanding of how card design and balance actually works. The lack of any trickery or subterfuge elements is weakened further by the simply bad AI - several times my opponent would play a 2 strength vanilla creature and immediately attack into my 4 or 5 power wall.
Black, in particular, was badly done. Those were the only games I found challenging, simply because I had so little to work with in the cards themselves. In particular, Moldy Cave was completely unplayable on any level, and Memory Erase is worthless on any turn other than turn three, assuming you have better creatures out. Basically, Black had a bunch of level-the-field effects combined with far weaker-than-average creatures. If you're behind, leveling the field won't help a whole bunch.
Multiplayer would be only a marginal improvement; the gameplay is so rigidly limited that there are only a few viable paths to victory.