SubTerra is a Windows puzzle game that I and some friends created back in 2001, using Visual C++. Since it became freeware, it has been floating around the web, it was a top dog on Home of the Underdogs, and and has recently gotten an entry on TigSource,
here.
Players familiar with Boulder Dash, Chip's Challenge, or Supaplex will undoubtedly recognize the genre: you run through a large cave collecting gems, while avoiding (or pushing) falling boulders, collecting tools to bypass fire and ice, and tricking monsters into moving some place useful for you. The game stays (mostly) away from invisible walls, hidden passages and random behavior, instead focusing on puzzle potential. It comes with about a hundred game objects, 600+ levels, an editor, and a regular level design contest.
Now I'm sure some of you know the feeling that you have made a playable game but forever find things to improve in it. SubTerra is like that. It has gotten a lot of feedback over the past years, but never from a dedicated developer's community (in part because, to my best knowledge, in 2001 there
was no such community yet). So, I would appreciate feedback, and based on that I will likely do another update.
In particular, the review of this game on TigSource points out that the graphics and music are amateurish, unsubtle, and overall lacking. It strikes me that this may well be correct. Thus I would like to know if people agree with that, if they feel it interferes with gameplay, and what I might do to make it better. Thank you for your time!