@Aegrescos: No, you're using it correctly, it just takes some time to warm up first (and it tends to suck up blood first, annoyingly). If you're using it to remove fires, you need to suck up some liquid before attempting to go at the flame.
Also: Act 1 only? That's a bit depressing.
Having just unlocked Engineers! I have no choice but to laugh at what you have to do - build a testing machine to test robots that build testing machines that test robots. Also, I doubt they're quite as harmless as the company states.
My main complaints about the ball physics go mostly toward the bumpers - in my opinion, they kick _far_ too hard, rocketing the ball up to the top of the field. The game also seems to suffer the same ailment that afflicts the original Pokemon Pinball - the flippers give the ball a slight delay at times, sometimes even catching in the flipper itself. I'd say add a tilt function, but then again part of the difficulty that makes pinball machines so good, even in this day and age, is having to watch that ball fall down the side, and nothing you do can stop it.
@norcekri: The lightbot must be that color before a colored command can take effect. To change the bot's color, you must use the light command on a colored panel. Doing it again will dispel the color change.
A very enjoyable concept, although I hate how games like this only have replay value in getting through with as few retrys as possible. Definitely one of my favorites.
Also, if you're trying to figure out the first red room, I have two hints for you: Try to dodge the first pressure plate, and remember that arrows have travel time.
It's a good game, I'll give it that, but there's a lot of stuff that could use improvement. Of course, there's the fact that the checkpoints don't work, for one. Evolved weapons shouldn't have less DPS than their standard versions, even if they pierce; your partner should have the same courtesy of getting evolved weapons, since both of you are tied to the same energy bar; and the fact that in back-to-back mode, you can't tell easily where the heck your partner is shooting without wasting precious energy really hurts, especially since most people won't bother upgrading AI Accuracy. With a bit more polish (and a bugfixer or two), it could be worthy of a 5.
Amazingly hard challenge that's way beyond most (if not all) other shumps here on Kong. Definitely a good play, even if the last boss pretty much requires you to take a bunch of hits due to the speed of its attacks and the fact that there are prescribed points where you can dodge. As for dodging, remember that you have focused movement - you might be able to fit into tiny holes if you can just find them. A hell of a lot more chaotic than most shumps I know, but it's actually a lot more patterned. 5/5 just for making a game that's difficult for someone who's passed Ikaruga.
A hint to people why say that this is just a Frantic copy - many shumps are the same in their basics. Heck, I could compare Touhou and Frantic and say that Frantic is just a ripoff of that game. For what it does, it plays pretty well. The bullet patterns are heavy, and it forces you to dodge well, especially since it doesn't have the small hitbox associated with similar shumps. The D-wave is a good idea, since it's essentially a quick bomb.