In fact, I think rather begin a stage at his beginning, if I completely block Zep in this stage for example.
Kloks, there is an option to restart the level from the beginning, if you mess up. Hit 'r', which stands for restart. This is stated in the readme under the controls section.
An Ly, thanks for the nice comments, and also for the "negatives". It is from these negatives that I get feedback on that I can make the game better and more fun overall for everyone.
As for the control being stiff, there isn't much in terms of allowing you to move "not-on-the-grid". It would be too much hassle to determine exacly what tile Zep would be on if he wasn't "snapped" to the grid. Also, it would be a big problem using the creation/deletion of blocks. This is why zep moves tile by tile. I've tried to make the controls as best as possible, but some things are just hard to do. Please, expand on this if you can. I'd like to know what you would like to see for better player control. Any ideas are helpful. A tip I received in an earlier thread was to allow the option to turn Zep around with the tap of a direction and not force the player to hold up/down while hitting the opposite direction. This has been taken care of - as you probably have noticed.
As for the learning curve, you're right. It is just a demo. I realize that level 8, which seems to give many people difficulty, is much harder in difficulty than the last level, level 10. Some reordering needs to be done, obviously. Look for that in the final version!
As for the undo, there isn't one. I know it is such a pain to have to restart the level and build your way across this big gap after you've accidentally fallen into a hole. I'm still thinking about implementing an undo, and just how many levels of "undo" you should be able to perform. It wouldn't be extremely hard to do - I've just not visited it yet.
Also, as for your level design offer - save them for building your own levels. I am going to release the level editor with the game. I am hoping to implement a feature where you can play level "packs" - level sets created by other users. If I can get it implemented and working nice and neat, I would love to have anyone who thinks they can make some intuitive levels create a level pack. I would love to release multiple packs with the final version. I still have to see whether I can create such a system, however. (How many times can one person say "as for" )
AnLy - if you would like to get more in touch with me about level design and such, just send me an email and we can talk about it. The address is in the readme, or on the site
amarillion, I'm glad to see you like this version, too! I'm also glad to see you think the difficulty has increased. It gets tough making hard levels using only the single element that is available in the demo so far. Look forward to cooler features!
Thanks for the interest/comments/suggestions. All your replies really help in making this game better!