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 decided 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 figure is able to move on. After a short amount of time a
net with a test-figure, a simple cross, was casted on the screen. The main 
part of Catch the Kreis! Although it wasn't planned this way our hero
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 create two
little Intros, which became 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 could be able to create 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)

31th March-1st April:
Thousand little things to do. The preference screen didn't worked correctly. If the
game was interrupted with 'ESC' while playing, there was a bug that bumped the screen.
The whole event-code was not in the best order, so I sorted it for the best functionality
The teleporters were a main problem, but now I managed to create a little algorythm, that
makes them a reliable part in the game. But for this and many little steps forward I had
to put the main-routine upside down. Hope it was all correct. Two levels added, too.
(Version 1.41)

until 16th August:
Holiday, Work, Holiday, Work, Holiday, Work... and no Catch the Kreis...
There were only a few times when I had time to work on the game. When I were up to do
something, I first wanted to start the whole thing from the beginning once more, so
I could implent a lot of new things a lot easier. But after some thought I came to
the conclusion that this would take too much time and I would finish my work on CtK,
if I would finish it ever, in some years or so. After all I took the last Version
and began to do some of those things I wanted to do all the time...

First I divided the levels from the main code and "Voil" (?) the compiler stopped
to cry. And as a side-effect the creation and implementation had become a LOT easier.
Beside this I "corrected" a few of my own levels and included two from Johann67. After
I killed two of mine there were still 15, but more important things had to be done
first.

The bugs from 1.41 were a primary task. Now one teleporter brings the X and the O BOTH to
the SAME position. The Kreis which was "walking through walls" is history, too.

Apropo Kreis: The secondary (but more important) task was the AI. I killed the annoying
"slowlyness level" and introduced three levels of AI (two are already done in this version).
Now the Kreis moves sometimes a bit more strange, but it should give you much more fun.
After all it has not become much easier.

Comprehension: At least I've decided to release a new version after some time. Much
changement may not be seen, but the Beginning is done... (?)
(Version 1.6)

until (and mainly in the night of the) 10th September:
A lot of work done, but not a lot of real improvements in the game itself. Okay, some
after all. For example the trap now works in real-time. A new map-tile is introduced, too.
The "Alcoholic-Field" which inverts the directions. If you still don't understand what
this should mean, you'll notice it in game itself...

But the main improvements have to do with the graphics and some internal coding. About the
graphics I don't have much to talk about. You'll see the changes. The important things is
that I get slowly but steady closer to the "speed-border". I'm nearly forced to run the
game as fast as possible due to the growing event-code. Some of the graphics were already
"flickering" (?), so I had to trick around a bit...

Comprehension: A lot of things done, but nothing to talk really about (weird...). After all
a big step and at least some new levels...
(Version 1.7)

until the 15th September:
A lot of bugs were revealed and crushed. Now the game should be a lot more playable
(Version 1.71)

In the next weeks the following updates are planned:

- more level-additions, like... Oh, I don't know really
- a global-highscore on my site (I'm promising this a long time, but it will come!)
- maybe a script for a linear gameplay, but there's a lack of story
- many more levels!
- An AI which could be defined as challenge...
- Other types of gameplay ("Escape the Kreuz")

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

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