Thanks for the feedback. I put in a thing you requested about not letting the sub move after you die, even though I wasn't experiencing the same problem. The sub direction was set to 0 before you were able to begin again. I also added a third level. That's cool about the mazes. I'll try to put at least 20 in. So I'm just wondering if there's anything special I would need to do with a 16k cart in case someone wanted to sell it. I know Atari 2600 16k carts need another bigger chip, but I know next to nothing about INTV.
Looks good. Now I don't die twice in a row!
I think 16k is the smallest size Intellivision game that anyone makes nowadays.
LTO carts can go up to 128k I think.
As far as the game play goes...
I think in the best video games the player is faced with some sort of conflict - there are contradictory things that the player wants and they have to decide what to go for.
For example, in Space Invaders, the player wants to stay safe (under the bunkers or away from the invaders), but they also want to shoot the invaders, which means they have to go under the invaders and risk being shot themselves. The player constantly has to decide when to play it safe, and when to stick their neck out and take a shot.
In PacMan, the player wants to get the dots, but they also want to avoid the ghosts. If a bonus item appears, they want to get the item, but they also want to stay alive.
If they get a power pill, they want to chase the ghosts, but when the power pill wears off they want to be far away from the ghosts.
Wrestling with this type of conflict is what makes these games fun, IMHO.
Currrently, Gosub has conflict at the start of the maze - at that point, the player can do nothing, and be safe, or start moving and risk death.
(Doing nothing is boring so it isn't much of a conflict.)
Once the player starts moving, there is no more conflict - they are just accomplishing a task on the TV screen.
I think it would be cool if there were some kind of conflict in the game.
The simplest way to do this (that I can think of off the top of my head) would be to add some nonessential objects (like coins) to the maze. The player can get the coins if they want, or just ignore them and go for the treasure.
Just a thought. It's your game....