Another update for Unstable Engineer! Features:
- Step-by-step advance: When paused, press the Speed Up button (Or SHIFT) to advance all blueprints by one step. This will allow you to time your blueprint upgrades as precisely as you like, without needing to spam the play/pause button! Now you have no excuse for getting your timing wrong…
- Tweaks to a couple of tests to remove unintended (and boring) solutions. Now they’re much harder! Yay! (Specifically: Blueprint Tests/Aquatic Zone/Hard 1, and Blueprint Tests/Unstable Zone/Hard 2).
- For balance, Spark Tests/Primary Zone/Hard 2 has been switched with a completely different level. The original test will be included in the upcoming expanded version of the game for mobile platforms.
- Fixes to a number of frame-precise upgrade glitches, especially on elevators. (Thanks to John & Robert for identifying most of these.)
- A basic landing screen to deal with browser focus compatibility.
- A few minor training dialogue updates.
- A few minor graphical updates.
Thanks to those who sent me bug reports! It’s only slightly embarrassing to realise my challenging puzzles have a blatantly obvious solution I’d somehow never noticed…
I’ve updated Unstable Engineer with a few minor tweaks:
– Fixed the glitch where sound might not resume following speeding up in tests.
– Corrected the majority of the sound corruption.
– Fixed the ‘floating body part’ glitch in the Office. (Despite how funny it was.)
– General stability and lag reduction.
I’ve also added one new feature: Now, when you pause during a test, small markers will appear to show the spaces each blueprint is moving into. This should help with precise upgrades, and particularly when judging discard timing during Spark Tests.
That’s all for now!
Ahh, that glorious time in a project where you have to go back and tweak everything you’ve done up until that point, because it’s all getting too big. (A known issue with Unity and WebGL, to be fair…)
So while I modify my images to make them viable for RGBA DXT5 Compression… with or without Mip Maps… whatever the target platform… (This is what you get for not planning ahead, folks…)
…Here are some more screenshots in the meantime:
Just thought I’d sneak a quick update in before the end of the year, like the ninja I am.
I’ve made significant progress with Unstable Engineer, my next game – which takes place some time before the events of Unstable. You are an engineer hired by a mysterious company called QTech, and your job is to test out their various ‘Blueprints’ and ‘Sparks’. I don’t have a new demo for you, but here’s some screenshots of the different game modes to whet your appetite:
I’ve also overhauled the UI since my last update (i.e. there now actually is a UI).
As you progress in the game you can get to know your coworkers, and earn their trust. Perhaps then you’ll uncover what exactly is going on in this secretive facility…
…Or maybe you’ll just learn some of the worst jokes I could think of. And if that doesn’t get you excited to play this game, I don’t know what will.
Have a good Christmas!
As promised, I’ve updated the demo for my upcoming puzzle game. You’re an engineer hired by QTech, a secret facility developing machines called ‘blueprints’, powered by mysterious entities called ‘sparks’. Test out their devices, while getting to know the other researchers, and trying to uncover why exactly the facility is so secretive.
This demo features the early stages of the game, with the actual gameplay, although with many placeholder graphics. My next task is to design the blueprints themselves, so they aren’t just simple palette-swaps. I may go overboard, so you can expect much more interesting animations than in the original Unstable!
…But until then, you can wait patiently by playing this demo over and over and over…
I’ve started working on a new game! I suppose you would call it a prequel of sorts to Unstable, although the gameplay is different. The premise is that you are an engineer hired to test out the various blueprints, and you do so by guiding the robots to different exit points using the blueprints as upgrades. As you complete these tests, you’ll learn more about the mysterious company who hired you, and you might even find out why everything is being kept so secret…
It’ll be mouse-based gameplay where you click on robots to upgrade them. If you’ve ever played the Lemmings games (and if not, why not?) then you’ll have a good idea of how it works, although there are some significant differences, and there will be other game modes with different rules.
It’s early in development but I’ve created a simple demo with a handful of small levels. It only has placeholder graphics and there’s no sound, but it should give you an idea of the gameplay for the main game mode. Check it out if you like, and I’ll keep you updated on further progress!
I’ve released a few small updates to Death By Obsession since its release. Most changes were minor tweaks, but there were a couple of more significant fixes:
– Originally it was impossible to get the Fewest Steps on the level ‘These Guys Again’, due to the required target being calculated incorrectly. This has now been fixed, and huge credit goes to Plasmarift on Newgrounds for pointing this out to me.
– There are a couple of places in the game where you can achieve deaths that I hadn’t intended. I’m happy to leave them as bonuses for the persistent player in most cases, but on the level ‘Quadrants’, there was an issue where the Death ‘Overkill’ wasn’t being detected if multiple arrows stacked up together. This is now fixed.
I’m unlikely to make any large updates to this game, but thanks for playing! I’m impressed with how many people have been striving for all those Gold Trophies. Just try not to get too obsessed…
I’m pleased to announce that the talented Adam Smith has created some level music for Unstable. I’m very happy with the results, and I’m sure that anyone who heard my old ‘music’ will agree that the improvement is significant!
You can check out some more of Adam’s work under the name Electrosis Music.
While I am unlikely to release any large updates to the game, I did take the opportunity to implement a few minor tweaks:
– You can now reset a level instantly with ‘R’
– If you wish, you can press ‘Y’ in place of ‘Z’ to confirm and interact (which should help QWERTZ keyboard users)
– A message now appears on the title screen to direct the player to use the keyboard if they attempt to use the mouse
– Some of the blueprint instructions were adjusted to make functionality clearer (particularly the Timed Explosive)
– Finally, in a previous update I hadn’t mentioned here yet, I allowed you to switch the key for discarding blueprints from SPACE to BACKSPACE (in case the player was hitting it by mistake)
Some other features have been suggested (such as an undo button or a mid-level checkpoint system), but while the ideas have merit, they would be much larger updates that would require significant time, and currently I am prioritising work on my next game. It will be a puzzle/adventure game with a different style of logic required, and will be shorter than Unstable for a casual run-through, but with extra depths of challenge for any keen puzzlers.
I have no definitive time frame yet, but it should arrive on the near horizon – so watch this space!