Alright, the sparkling stuff around the invincibility Blox can be done. They are literally completely random so I have no control of the ones that appear and where, however, I can look over the code once again and tweak it so it will be a little more challenging to grab happy Blox. I will probably have the four original difficulties, Easy, Medium, Hard, and Extreme that way the code will be easier to manage and easier to tweak.
Quote: "Bit of a problem with the blox that follow you: Trying to avoid them can usually push you into the path of a bunch of others."
That is what I was going for with advanced/attack Blox as well I really can not help that other than change the speed of those Blox.
Quote: "On top of that, fast blox are just way too fast."
That will be dealt with.
Quote: "
Last thing: Like many things it might just be me, but it's way too fiddly trying to control the player with the keys and position the mouse to use teleportation effectively at the same time. The game is very primarily keyboard-based, so the mouse is a bit odd thrown in there for that one thing. Perhaps instead have the player use the spacebar or something to drop a beacon/node/whatever in a spot, and then press it again to teleport him to that spot."
Well see dropping nodes will not be the most sensible thing. Imagine there is a huge Blox "trap" and you have already dropped a node, you teleport, and there comes another Blox "trap" and you can not teleport because it is recharging. I may consider changing it though.
Well I have a lot of work to do so, I will back to it and also you will see a better menu in demo 4.0 because I am going to make playthrough mode in 4.0 however, there will be a "patch" for 3.5 that will use MonoCoder's Blox suggestions.
Thanks for the constructive criticism and I appreciate it!