CE 1.1.2
During play, in the panel at the bottom of the screen, above the skills:
Number of lemmings turns red when it's not sufficient for winning. Okay.
Clock turns red at arbitrary time (1 minute? 15 seconds?) and turns purple when it's not sufficient for winning. Instead, ditch the arbitrary threshold, it's different for every map anyway, and consistently use red for insufficiency.
Save requirement is printed in blue? Blue makes it hard to read; the digits 5, 6, 8 look similar. And the blue makes the panel look more colorful than necessary. This removes the meaning of other colors. Practically every number is now a funky color at whim.
Clock is yellow when it is a time limit. Okay, we must pay attention. And it matches the yellow hourglass. (As said, don't put a blue save requirement; it makes the yellow blend in, the yellow becomes yet another irrelevant color next to the blue.)
Lemming count is yellow when there are neutral lemmings. Why is this important? Why do we have to pay attention? I would understand it becoming yellow when there are only neutral lemmings left.
Lemming count also becomes cyan in some cases? When and why?
-- Simon