Now *this* is what I'm talking about. These levels are a lot trickier than the original Crazy Digger levels, which is exactly what the game needed; but why stop at 25? Top notch all around.
Minus half a star for no full screen and for not introducing anything new to Boulderdash, for example Emerald Mine added timed mines (with a suicidally short fuse- tricky). If the programmers are willing to revisit this game, there's a fair amount more that could be done: Destroyable walls, growing amoebas that kill certain enemies and restrict movement, magic walls that convert boulders to crystals.
That aside, thanks very much Pipkin Games and the players who made the levels. I tip my hat to the devious so-and-so who did level 11- masterful!
Thank you! We are going to include new objects in Crazy Digger 3.
Unfortunately I don't think we can easily change game resolition or make it resizable... :(
The puzzle difficulty scaled well throughout the levels, they were challenging but fair towards the end. I did shut off the music after 20 minutes or so, if changes were to be made I would recommend a few more songs to throw into the rotation.