I have always found the situation of a trapped lemming kind of hilarious and I wanted to make it the whole point of a level. 

# music selection
music_0 = CANCANP.MID
music_1 = LEMMIN1P.MID
music_2 = TIM2P.MID
music_3 = LEMMIN2P.MID
music_4 = TIM8P.MID
music_5 = TIM3P.MID
music_6 = TIM5P.MID
music_7 = TIM6P.MID
music_8 = LEMMIN3P.MID
music_9 = TIM7P.MID
music_10 = TIM9P.MID
music_11 = TIM1P.MID
music_12 = TIM4P.MID
music_13 = TENLEMSP.MID
music_14 = MOUNTAIP.MID
fun_0 = 101 Just Dig!.rlv,0 <--- the last number on this line here refers to music track 0
fun_1 = 102 Only floaters can survive this.rlv,1 <--- 1
fun_2 = 103 Tailor made for blockers.rlv,2 <--- and so on...
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.
Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?
Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99
Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo
Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)