
Here are my suggestions about RND v3.2.4 (and not only):
- the white key hasn't got the option: score for collecting
- it would be nice if in the right sidebar was the category: white keys (I know that there is no more place available, that's why I've got an idea: Holger, delete texts (like: emeralds, time, score). Small pictures are enough (e.g. for 'needed gems to complete level' - emerald). Maybe there could be status for keys 5-8 too?
- in DC2: all Yam Yams direction are going up at start. in RND with DC2 support: all Yam Yams direction are going... random!
- 9 elements are missing: wall (not round), steel (not round), dynamite (lit 1, lit 2, lit 3 and lit 4), and growing wall (up/down/left/right) and growing steel (up/down/left/right). You placed growing wall/steel which grows when empty space is available (like Boulder Dash). I'd like a growing wall/steel which grows only in 4 directions (like DC2): up, down, left and right. I'd like a steel sign (heart) too.
- RND with DC2 support: fix the problem with amoeba (is too fast again)
- look at EMC levels: here exits look like in DC2!
- I didn't check this in RND with DC2 support, so maybe you could check this? We've got these situations:
Legend:
G - any gem
F - falling element (not gem)
A - amoeba
M - mole
1.
G
A
M
In DC2: When a mole eats amoeba, gem falls. Mole stays in the same place.
2.
F
A
M
In DC2: When a mole eats amoeba, he goes into the amoeba place. Falling elemet (not gem) stays in the same place
- in DC2: boulder can't kill a mole. in RND with DC2 support: boulder can kill a mole.
- in DC2: player explosion and mole explosion is 1x1. in RND with DC2 support - 3x3
- in RND with DC2 support: instead of EM gray doors, there are gray doors from 'RND' section!
- in RND with DC2 support: when amoeba speed is 0, it changes into dead amoeba. in DC2 dead amoeba doesn't exist.
- when I run the game (in fullscreen), game screen is moved on the left side and it is stretched! Fix this problem please

- in DC2: when a player touches the light switch, the light switch time is reset. in RND with DC2 support: player can turn the light switch on/off.
- in DC2: conveyor belt speed is the same as speed of the player.
- in DC2: shield and extra time score always is 0 (score for collecting). in RND with DC2 support: score = 10.
- in DC2: shield time, gate time (without game time) etc. is counted in 'moves'. in RND with DC2 support: it's counted in seconds (6 moves = 1 second)
- some EMC levels can't be completed, because RND hasn't got the option: warparound map (I mean: if you are on the top of a level, you can see its bottom). What do you think about that?
- I found a critical bug! We have got this situation:
Legend:
G - growing steel (e.g. left\right)
E - empty space
P - player
E E E
E E P
E G E
Build this, test a level and go to level area where the growing steel won't be visible, ok? Then come back to area where the growing steel is visible. The whole growing steel or its part will change into the wall!
- in DC2: growing wall/steel grows with the same as speed of the player. in RND with DC2 support: a little too slowly
- in DC2: gate and time gate are opened very fast. in RND: a little too slowly
- About 'Time Gate (open)' from DC2 section: What is this object for when the door close at startup? When time gate (close) open for specific time so I suggest that time gate (open) should shut for some time.
- in DC2: player can go to land mine when he has the shield. in RND: player stops when he has the shield and he wants to go to land mine.
- New shortcut: Shift + Left Mouse Button on a 'Text Tool' button: writing steel letters (e.g. 'Space' key - normal steel)
If I wrote something wrong, please post here.
For this time that's all. If I find a bug or sth, I'll write about it
