YAAAAY for feedback! Thank you for helping me TooSlowGamer
So far corrected:
* Broke down and used no_blank_lines
* Changed the background color to dark gray (I'm assuming hard-to-see meant too bright?)
* Removed marching effect
Added:
* Sounds for Knightmare level (no music yet)
* Changed 4 way scrolling level so player wont get stuck in TV
Immediate Todo:
* Will re-work side scrolling orphan sprite
* Try and get enemies to fire missile1
Not sure what "lot of bugs" means. I know you can get stuck in the TV. Made the TV more solid to compensate. If you could describe what "lots of bugs" is please do! If the bugs you describe are too much or too hard I may have to back down to Zelda style top down format.
When you're moving the spaces are kinda small and you can go partly through them. It makes it feel like a quick beta of a game.
I think using a similar engine without the gravity effect and making it top down would work better.
EDIT: Nevermind, that only really happens when you hold the jump button.
However, I think the problem lies with the collectable. It gets stuck on the playfield until you move and makes it feel weird. I haven't reviewed your code, but this could be a bug with where you placed the movement code for it.
Also, if you have time, would it be possible to make the jumping better. It's fine for Atari standards, I guess, but I think it'd be better if it was a little faster and had some momentum and less perfect controls. Like, when you let go of the jump button, make her keep going a couple of pixels then come back down. The controls are too precise to make it feel like you're jumping. Play Mario and see how the jumping is.