There are some problems with the original release of Robouldix. We are working on getting the original source code to compile, so that we can create a new version that fixes some of these annoyances. Also we are working on getting the level editor to work, so that we can fix the levels that are impossible to solve. These are the known issues that we will try to fix (if you find something else, please contact us at info@robouldix.com). === Movement === The demo version uses a different kind of movement than the release version. This is noticeable when holding your joystick diagonally. In the demo this will result in the character alternating between moving horizontal and vertical, for example; one step left, one step down, and repeat. In the release version the character moves one step in the "new" direction and then it stops movement altogether. So, if the character is moving left and you try to go diagonally down, the character will take one step down and then stop. Once the joystick is moved to a non-diagonal position, the character will resume movement in that new direction. I feel that the demo versions movement is superior. Especially when playing on modern hardware, such as when using analog game controllers. It is far too easy for the analog movement to register as a diagonal move, causing the character to stop. Using a Steam Controller and setting the joystick to "Directional Pad" with "Radial Without Overlap" works well with both the demo and the release version. === Placing items === It is far too easy to drop something when you only want to push/dig in a certain direction. If you go into the inventory, it is possible to set the choices to "------------". This should be the same as "nothing". However, the game will still retain the previous choices. So, if you had dynamite as the fast choice, then it will continue to place dynamite even though you have chosen "-------" in the inventory. It would be better if "------" meant that the joystick button didn't trigger the choice at all. So, that you could use the keyboard shortcuts instead. Especially since the short cuts keys could be mapped to one of the several buttons on a modern gamepad. === Unsolvable levels === There are a couple of levels that appear to be unsolvable. You can get around this, for example it is possible to skip levels by dying a number of times. Also you can download a list of all level passwords. Still it is rather annoying that one or two levels seem to be impossible to complete. The reason for the levels being impossible is probably because they were completed early on and that we changed the values for certain blocks later on. For example one type of diamond might have been worth more "diamond points" earlier on. These are used to count down the exit counter. So if this value has been lowered in later game builds, then the levels which was made very early on might not be possible to complete, since the door won't open. So far we've only seen two levels which we suspect are impossible to solve. It _MIGHT_ be that we suck and don't remember how to complete the levels, perhaps something is hidden, hard to figure out, or something like that. We will be able to check this as soon as the level editor is operational once again. The levels we suspect of being impossible to solve are: 134 ...Until It's Suck! There doesn't seem to be enough diamonds to open the exit. This could either be because the diamonds aren't "valuable" enough to open the exit or that one of the enemies are supposed to drop diamonds when it is destroyed. Most likely, it is the diamond value that is wrong. 135 On Stranger Tides There are enough diamonds to open the exit. But it is doubtful that it is possible to get the required diamonds, especially in the time allotted. Either the time needs to be increased or the diamond values need to be increased.