I have that written on the front of my pants.
The penultimate preview of X is online now and panting for you to play it.
New in this are the options screens, which between you and me I'm really not happy about. I backed myself into a corner with using tweens and bitmaps for the majority of the text / buttons, which take ages to actually get into the game.
Once they were in I realised I'd messed up by not giving appropriate feedback on each selection. I should have re-done them, but it would have taken ages and been really boring, so instead I just dropped in a really cheap way to show the feedback.
If there's going to be a part of the game that really bugs me, it's going to be the options. But the rational part of my brain ( As opposed to the part that makes me want to delete the whole game and start again 'cause those options aren't as good as they should be ) is saying that people will only ever got to the options once or twice ever, that the pay off for the look & feel of the game text is greater than losing out on a bit of feedback, and, well, fuck it.
The main thing in terms of feedback about the options is the alternative control method ( Well two actually, but in a lame lazy way ), which to be honest I really struggle to get to grips with. I coded it a couple of days ago and obviously tested it, and after a while it wasn't too bad ( I'm kinda used to EveryDay Shooter on the psp so it's not a million miles away from that ), but since than I've not used it, and having a quick go today showed that I'd fallen out of the habit of playing X that way, and that I really didn't want to get back into it.
Not really giving it the hard sell am I ? Well it's a case of it's there if you want it, although to me the default method is always going to be better.