Thanks for trying guys!
It'd be great if you tried your hand at a few levels Souly, but I'd hope we'll soon see something in the WIP section from you?

@BBGaming: Thanks for trying! I'd agree myself that it seems poorly executed, and that's because this is designed for the PC, and the keys are the arrow keys.. the mouse was added as an after thought for fun&learning(&because some people prefer the mouse), and before the iphone thing was released.

The iphone version is a lot smaller, so the mouse movement isn't as clumsy on it, also there are a few improvements.
I'd like to release a version for that, too, but it doesn't have the level editor, and doesn't have as many levels.(yet!)
-The lines showing the path of the robot should go through or fill the squares, not line up with the grid, so I can tell where it's actually going.
-The auto movement should avoid the detonation lever for the bombs unless it's clicked on.
-Auto-pathfinding should avoid the lasers if possible. I ran into lasers repeatedly just trying to return simply to the mirrors.
First one, done, suggested by another tester, actually. It's just a line, which I'm happy with, but I may want to make it a bit thicker.
Also, for the other two, there is now a double-tap option. So you tap, and it looks like this:
And if you tap on the green square again, you move there. [if the path is safe].
It's optional, so the impatient, but dangerous livers can stick with the single tap if they like.
I don't think it'd be particularly hard to make the squares lasers go over as no-go's, but I'm happy keeping it that way. People should stay on their toes. The game doesn't have many dangers, so they only have to beware of 2-3 while their trying to solve puzzles.
-Clicking on a 'pushable' object should bring you to that object if possible, not do nothing.
Problem with that is, which side to bring it too?

I guess the side with the nearest x/y coords. But good idea, should be implemented. [the double tap option will make this easier, too]
-Mouse should be able to end the narration boxes.
Yep, for sure. I need to rework those text boxes. They were a test.. I was thinking how players would like to add their own 'wise words' to a level. Not sure if I like it, and can't sprite well enough for them to be in the iphone. I'll probably just have a button you click for 'level hint'.
-You should be able to click on an object that is being pushed to keep it moving, instead of having to wait for it to stop.
-Clicking on the top of an object doesn't select that object, but the one above it (in other words, the isometric-ness of the game doesn't work very well with the mouse checking).
Yeah, I know what your saying. I think the graphics may have to lose that depth. Keep it all in the 32x32.
And you may be annoyed at having to wait until it's finished moving, but on the smaller map, you don't have as long to push them, and you do NOT want to push it one to far by accident, which tapping enthusiastically could do.
-The auto-movement line marker should disappear after the movement is finished.
Already done. It's amazing how these 1 hundred and one things which needed to be done on the bigger project just didn't get done, but on the smaller project are getting popped off.
-The lasers could use with being a little thicker, they don't stand out very well.
Maybe I'm just too use to them. I'll look at making them a bit thicker. I think more players will appreciate that.
-You could really use the help of a good sprite artist.
I actually think it's looking nicer in the smaller version.

But yeah, for sure need to revamp myself, if I can't find someone.
-Escape and the close button do nothing.
What can I say! I don't want anyone to quit my game.

Hey, thanks for playing&all the suggestions! Will work on making the mouse movement more use-able.
Edited by Desert Dog, 09 November 2010 - 07:01 PM.