Moosa, thanks for all your comments and play testing, it really helps!
Throwing the red guys is a little tricky because they will try to resist by flying. Maybe I'll change it so they can't move for a second or so after being thrown by the player. Body slams do work quite well though

Overall I think the game is too easy now since I can play indefinitely with building repair. I just played and scored over 1000 before I had to stop because I knew difficulty wasn't going to increase any further and I was fully replenishing the few buildings left after each wave.
I hear what you are saying about dodging being difficult due to the slightly loose character control. But I still think dodging is a crucial skill that is possible at least the majority of the time. While it's not possible to dodge every single single shot fired, the few unavoidable shots shouldn't make that much of a difference. Part of that is avoiding situations where you are going to be bombarded, paying attention to the radar and carrying around enemies to heal you. You have to dodge with your arm also because when fully extended your character is much easier to hit due to increased length.
I want to put in better indicators when the player is taking damage. I don't know if you noticed but there is already a heartbeat sound that kicks in when you are about half dead and gets progressively louder. I think it needs a sound effect or flash like you mentioned when you are hit.
I totally agree on the waves thing. It is sort of rough right now and I'd like to add more enemy types and make the waves come in cycles.
About wrapping with the noodle, are you using the right mouse button to switch noodles? Enemies can sometimes slip out but if you wrap them under multiple layers it's possible to securely carry a few guys around.
Noodles getting stuck behind is definitely a bug that I have yet to address. If I expand on this to a more polished game I will make it so if one of your noodles gets pulled to far away by you it will die and disappear and you will eventually grow a new one. I may even add enemies that try to pull your noodles away.
The firing sound is coming from the end of the noodle. The ears (or sound sensing organ) are in the center of it's body, maybe that's what the meatballs are for? So think about it as if you had a really long arm and were reaching out shooting a gun. It would sound louder when you are holding the gun close then when your arm is fully stretched out.
I'm sorry to hear you are anti FSM. My game is not directly related to that religion even though they are both centered around a similar creature. I originally thought of the game concept in more of abstract sense and was more inspired by abstract art specifically Kandinsky, but after some thought decided that the easiest way to describe the player character was a "flying spaghetti monster" and just went with it.