I will try to capture the whole evaluation of Catch the Kreis here
in chronological order (sorry for the bad english):

9th-10th March:
Through the still missing internet connection in his new flat, our 
hero decides to do some programming for fun. The wildest ideas
came to his mind, what he could do for things. He dreamt of a rpg-
game. But, what do you need first? Right! You need a gaming-field, 
where the figur is able to move on. After a short amount of time a
net with a test-figure, a simple cross, is cast on the screen. The main 
part of Catch the Kreis! Although this wasn't planned this way our here
wanted to have some fun and placed an 'O' on the screen, which was moved
randomly and had to be 'catched' by the X. Our friend recognized fast,
that this was much fun. He decided to make a stand-alone game out of
this for his homepage. Just for fun, of course...
(Version 0.3)

11th-12th March:
A long night laid before our reckless rocker. He wanted to do two
little Intros, that should become better, than he has imagined. At
least the first Intro, the Dregen Rocks-logo, was more a random-event,
than a planned masterpiece. First he just wanted to let the font scroll
down, but he messed up a well-know algorythm of him and so the stunning
effect was born.
(Version 0.9)

13th-15th March:
Slowly the things turned up. Through the first positive response he
prepared to make a real game out of this. A time-counter, highscores, 
blockades and 3 'real' levels were added. The difficulty-levels were
optimized, too. The only thing, that was still really missing, was an
A.I., because the 'O' was still directed through a random-routine. But
the responses were surprisingly good and - more surprisingly - there
were a lot of responses...
(Version 1.0)

16th-24th March:
So, now the poor protagonist sat there and thought night after night, how
he would be able to do a real A.I.. And only after a few frustrating attempts
he had done that, what he had ever dreamt of. An intelligent-seeming-
computer-opponent. A few new levels were added and the Version 1.2 was
done and added to his homepage. The same evenig the first reaction of
the 'Krude' arrived, were two 'bugs' were mentioned. An hour later these
two were patched and here we are...
(Version 1.21)

25th-30th March:
There was a primary task: The complete reorganization of the Highscore.
Step 1, to unify all data into ONE file, was easy to do. Step 2 indeed, to
create a new and fair scoring-system, that includes the level of speed into
its calculation, was real difficult. After all I decided to take the most
easy and understandable choice: time*slowlyness.
The next ones on the list were the level-additions. The two first ones, were
the teleporter and the time-trap. This forced me to change the speed of the
game again, because through the grows of the event-code, the game started to
become slower.
All the time I tried to reconstruct the code, so that it is easier to overlook.
Nearly I forgot to tell, that I added the 'Announcement-Screen', sometimes with
a dedication. The last to days I used to optimize the additions, for example the
teleporters now work in order and not randomly. There were a lot of little things
to do harming the code, but that are not seen directly in the game.
Finally I added three more 'test-levels', so that the additions could be evaluated.
(Version 1.4)

In the next weeks the following updates are planned:

- more level-additions, like the "blinking-blockade"...
- a global-highscore on my site
- maybe a script for a linear gameplay, but there's a lack of story
- maybe there will be a CGA-mode as a tribute to all those older game, that
are kind of mine
- if someone does have an idea, let me know...

Catch the Kreis is available at:
www.dregenrocks.de 
www.krude-online.de
www.flomo-online.de 
www.gooddays.org

---------------------------------
Dregen Rocks
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webmaster@dregenrocks.de
www.dregenrocks.de