I had a go on the new update and it's definitely quite improved.
Some suggestions:
- The "basher" (not sure what you call it in your version) should probably stop if the terrain in front of him isn't very high. A great example, try bashing along the top of either side on level 12.
- I notice when I use the "nuke", it actually uses up the "bomber" skills. EG: If I have 5 clones on screen, and hit the nuke, the number of bombers I have is reduced by 5. Normally this isn't much of an issue, but if there's more clones than bombers... check the screenshot attached to see what I mean.
- Just a suggestion, for touchscreen displays, I feel it might be more comfortable to have the fast-forward button as "fast forward while held" instead of toggle on/off (ie: while I hold it, it fast forwards, as soon as I let go, it returns to normal speed). Of course, no doubt there's people who prefer it the way it is too, so perhaps it should be an option?
- It'd be nice if it could be seen on-screen while playing how many clones are active and how many have been saved (especially the latter).
- Level 12 REALLY resembles Tricky 3 / Taxing 29 visually, and the exact same solution works too. If it's a paid game, you probably don't want to be copying levels from the original Lemmings games... (I noticed one earlier that resembles Fun 7 / Tricky 19, too.)
- On that note, try using a climber on the right-side wall on that level. The animation seems quite strange... :/
- Generally, if a clone is already performing a skill, it's more likely you'll want to select *that* clone for the next assignment than another one near him (based on experience from Lemmings). However, it's often quite hard to do this. Virtually all versions of lemmings give a lemming that's performing a skill priority over one who's just a walker; perhaps you should implement something similar?
Don't get me wrong, I'm really enjoying it. I just thought I should point these things out.