Miriam’s Mice Update (v1.1 and v1.11)

I’ve just released an update to my latest game (rolling out on Android shortly), with the following contents:

  • Overhauled the Mouse Guide system so that the player can toggle between mouse types and an inactive guide, rather than unlocking guides once and then being unable to inactivate them.
  • Added the ability to skip dialogue at the start and end of a room if the room has previously been completed.
  • Increased the speed of Undo/Redo in rooms, and added the ability to reset the room in one step by pressing ‘R’ (WebGL version only).
  • Fixed a bug with the Undo/Redo system that occasionally led to an Ace score being awarded even when the room was completed with more than one movement.
  • Fixed a bug where a previous dialogue box would sometimes reappear at the start of a later dialogue before being overriden.
  • Corrected a few spelling/grammatical mistakes.

Unfortunately for those of you who have been playing Miriam’s Mice on Newgrounds, I will not be able to publish this update there. (Technical details: this is because I’m using Unity’s PersistentDataPath to store save data, and due to how Newgrounds hosts WebGL games, a new upload would have a different path, and thus it would lose everybody’s save data – an unacceptable side effect for such a lengthy and challenging game.) At least none of these fixed bugs were game-breaking. If you were one of the people who was awarded a star despite not actually acing a room, I’m sorry for how anticlimactic that must have been! If you have the motivation, you can always try and ace it properly, even if there’s no extra reward remaining.


UPDATE: I’ve now also released v1.11 to correct a bug introduced in v1.1 (whoops!) – now the game won’t freeze when toggling colour-blind mode.
Thanks to those of you who alerted me to the issue! As always, you can send bug reports to david@wigdev.com

Mini Autumn Update

Hi all, this is just a brief check in from Mr WigDev. (Hmm… nope, not using that nickname again.)

Thanks to everyone who sent me bug reports and suggestions for my Miriam’s Mice Beta. Those paying close attention will notice I’ve stopped updating it – my attention is now solely on the final version of the game, and the latest tweaks and improvements have only been added to this (currently unpublished) version. Feel free to send me more bug reports and suggestions, but the beta has been updated to its final state. (…Unless another fatal issue is found I suppose – which is entirely possible!)

I still have the last stages of testing to do on the final version (some music triggers and animation timings are misbehaving between different platforms, ugh) but as soon as I’m done, I’ll let you know here how you can access the full game in all its glory.

And since I said I’d keep it brief, that’ll be all for now! Mr WigDev signing out! (Ack, still awful)

The Infinite(?) Miriam’s Mice Update Log

Rather than spam new posts for every minor update to my Miriam’s Mice Beta, I thought I’d collect them all here in one place. This list will probably only interest me, or the nosy, or anyone who wants an insight into the particular quirks of Unity/WebgL compatibility, but if you’re one of those curious people, don’t worry! I’ve edited it to avoid any major spoilers.

  • v0.11 – Small delay to intro timing so that the title dropdown appears correctly (More technically: now waits one frame after game load before beginning intro Coroutine – a Unity/WebGL specific issue)
  • v0.12 – Resized certain text that overflowed out of containers (a Unity/WebGL specific issue)
  • v0.13 – Removed a debug level skip code (Whoops!)
  • v0.20 – Fixed staggered mouse movement that made them pause at every intersection (More technically: in the main game loop Coroutine, altered every ‘yield return new WaitWhile(x)’ to check ‘if(x)’ once before yielding, to avoid delay frames – a Unity/WebGL specific issue)
  • v0.21 – Set map scroll speed with arrow keys to be faster and constant (More technically: multiplies all scroll movement by time since last frame to account for WebGL-introduced lag)
  • v0.22 – Reassigned various early-game character expression images to better suit their dialogue
  • v0.23 – Fixed the appearance of key items in the Workshop so that they maintain their base colour while glowing
  • v0.24 – Corrected the timing of mouse conversion during pellet deployment (I was rounding up instead of down, ugh)
  • v0.25 – Adjusted mouse translation text display so that it doesn’t wobble with each new line (More technically: gave the Text component a fixed line spacing so that it doesn’t update due to variable letter heights as new words appear)
  • v0.30 – Fixed major issue where key items in Workshop/Basement were sometimes unclickable (More technically: flipped objects by giving them negative scale rather than rotation through x/y axis, to keep their hitboxes parallel to the z-plane – a Unity/WebGL specific issue)
  • v0.31 – Redesigned some puzzles (“Attraction and repulsion” & “The wildcat enclosure”) containing devices that may not have yet been unlocked, which allowed unintentional early access to later rooms
  • v0.32 – Corrected bug that sometimes left extra mice in the room if pressing the stop button when mice were overlapping
  • v0.33 – Fixed major issue where a story event was failing to trigger (Anyone who has completed the room “A solitary cell” before this update should re-complete it as they did initially to fix the problem)
  • v0.34 – Allowed paper background to auto adjust to fit the variable sizing of handwritten fonts (a Unity/WebGL specific issue)
  • v0.35 – Set various object rotation speeds to be faster and constant (More technically: multiplies all Quaternion rotations by time since last frame to account for WebGL-introduced lag)
  • v0.36 – Fixed bug that sometimes left dialogue option buttons on screen (More technically: only sets button.interactable when both options have fully appeared)
  • v0.40 – Overhauled certain one-off events so they will re-occur if ever interrupted by a webpage reload (More technically: delays all calls to SyncFiles() until the event is complete)
  • v0.41 – Paused game events while progress gauges are filling
  • v0.42 – Stopped the current mouse guide colour from switching unnecessarily when using Undo/Redo in a room
  • v0.50 – Added a late-game mouse variant book and popups to help keep track of mice seen, as well as overhauling the related allegorical dialogue (Finally an addition, not just a bug-fix!)
  • v0.51 – Another addition: a Colour-Blind Mode! (More details)
  • v0.52 – Fixed certain in-room game events to only trigger if the room is successfully completed
  • v0.53 – Flipped/Rotated a bunch of rooms (“Lost and found”, “Carefully timed consumption”, “Delayed start”, “Windows”, “Close quarters”, “‘Lactose’ intolerance?”, “Sofa party”, “The odd couple” & “Corner pellet”) to stop any chairs/sinks from facing the walls (Nitpicking, I know…)
  • v0.54 – Altered image compression method to balance crisper graphics with reduced filesize for WebGL platform (More technically: RGBA Compressed DXT5, with larger base graphics and Crunch Compression, without Mipmaps due to the fixed WebGL game window resolution)
  • v0.60 – Fixed a late-game room (“Bottleneck”) that had been inadvertently broken by a previous update (Yikes! So sorry to those of you who’d been aiming for 100% since then!)

2020 Christmas Update

Happy Christmas all! Despite everything, I hope everyone’s managed to get as much healthy enjoyment out of this year as they can? I’m personally looking forward to taking a break from everything for a few weeks – in which I will sleep for as long as humanly possible – but before that I figured it was only right to give you a progress report on Miriam’s Mice, my latest game in development.

I’d originally been hoping to get an alpha version uploaded for you all by now, but I recently came up with a great new idea for an extra feature in the game which I haven’t quite got working yet. So rather than give you a pitifully substandard version without this incredible feature, I’ll instead be waiting until sometime in the new year for the alpha release.

(Full disclosure: yes, as I’m sure you’ve all guessed, this great new feature is something minor and unnecessary that will probably only be fully enjoyed by one person: me. Totally worth it.)

In the meantime, it’s been far too long since I displayed the progress I’ve made since the very outdated demo I published earlier this year, so to whet your appetites, here’s a flood of screenshots. Given the limitations of the medium of screenshots, you’ll just have to imagine the cool animations and sounds that go with them…

As you can see, there are still a few graphics that need finalising – most obviously I haven’t yet created proper graphics for Miriam herself, but I also want unique closeups of the mice for dialogue popups, plus more decoration in the workshop and basement, and some significant tweaks to the UI… not to mention that everything else is subject to change depending upon my whims… (Okay, so I’m not quite at the alpha release stage, new feature or not!)

Still, the end is in sight! And I hope that becomes a more global refrain as we move into 2021. Take care all!

New Early Game Demo

Hullo, puzzle fans!

I hope you’re all keeping well in these unusual times. For myself, lockdown and separation from some of my usual devices and workstations has led to me spending the last few months developing a new game, and I now have a limited early demo available!

Miriam’s Mice is a ‘simple’ game about chasing ‘mice’ into ‘holes’. And I don’t see how I could be more ‘forthcoming’ than that.

Miriam's Mice roomMiriam's Mice map

Since this game is still early in development, this demo currently has no sound and contains many placeholder graphics, but it is nevertheless already full of challenging puzzle content! Full marks to anyone who can clear all the rooms, even at this early stage!

Be sure to come back in a few months for the complete version of the game, featuring sounds and music, more intricate puzzles, upgraded graphics, and that classic looming WigDev sense that something isn’t quite right…

Release Schedule for UE: Extended Edition

The Extended Edition of Unstable Engineer is nearing release – I have a version for android essentially complete, and it plays really well; the touch controls in particular are more intuitive than mouse input. However, I’m having some delays with the iPhone release. (Who could have predicted that developing for iOS without owning a single apple product would lead to complications?)

So while I source a mac and complete some rigorous testing on various iDevices, this will delay my intended release date. Given that I’d like to publish both versions side by side – and not overlap with the Christmas season – this means I will be releasing the Extended Edition of Unstable Engineer in early January February (now delayed further due to illness, blargh). I hope all you out there who have been waiting patiently can rein in your excitement for a little longer!

In the meantime, here’s some screenshots which demonstrate some new features, including a grid that can be toggled on and off and which might help with your upgrade timings:

If your eyes are particularly keen you may notice some bubbles rising in the water – a minor cosmetic addition which I’m sure you’ll all agree is nevertheless a massive and groundbreaking improvement. More significantly, different zones – like this aquatic one – now have different music, which greatly adds to the atmosphere.

The music of the unstable zone is a particular favourite of mine – and speaking of which, there are now a whole new set of Spark Tests in that zone for you to puzzle through! Here’s a sample. (And extra marks if you can solve it in your head!)

And finally, here’s a glimpse of a new bonus mode, which I’ll say no more about at the moment…

A Quick Check-In

Since it’s been a while, I thought I’d keep you all updated on my activities. After a break over the Summer, I have begun work in earnest on the expanded mobile release for Unstable Engineer, which means getting to grips with Unity’s… ‘interesting’ implementations of UI layouts and touch controls. Along with the necessary tweaks to fit various different devices, I’ve added some fun new puzzles that I can’t wait for you all to try out/get stumped by/find unintended solutions for.

I’ve also made some additional music for the game, which is a relief to myself more than anything, as at least now I have more than one track cycling through my brain on loop as I lie in bed, staring at the ceiling, blueprints drifting in front of my eyes, wondering why I’ve done this to myself…

Thanks, as always, for your donations, emails and comments. WigDev out!

Unstable Engineer Update (v1.04)

Quite a lot of small tweaks in this update, mostly to certain tests. Some puzzles have been made more forgiving, others have had unintended (and boring) solutions removed:

  • Blueprint/Primary/Hard/1 – Removed possibility of hovering to central exit from left.
  • Blueprint/Aquatic/Hard/1 – Reshaped the level to make the timing more lenient.
  • Blueprint/Aquatic/Hard/3 – Fixed the release timing. (So sorry if you were stuck on this one!)
  • Blueprint/Unstable/Hard/2 – Removed unnecessary turbo upgrade to eliminate one solution.
  • Spark/Primary/Hard/3 – Alternate solution left in, but changed hint to reflect this.
  • Spark/Aquatic/Hard/2 – Moved conveyor to beneath central platform to stop step-building solution.
  • Spark/Aquatic/Hard/3 – Disabled the ability to discard hovercrafts while rising up walls.

I’ve also made some other changes, either to fix minor bugs or add requested features:

  • In spark tests, can press ‘RETURN’ to discard blueprint.
  • Arrows on conveyor belt graphics have increased contrast.
  • Elevator tracks no longer fade when near edge of screen.
  • Fastforward sound now stops when resetting test while holding SHIFT.
  • Will no longer exit office if cancelling a menu with ESCAPE.

Thanks for all your messages everyone. It’s impossible to catch everything when testing your own games – your help is invaluable!

Unstable Engineer Update (v1.03)

Some significant bug fixes in this update!

  • The data storage system has been tweaked, which should eliminate the issue some players were having where their progress would not save, or would roll back to previous saves.
  • The speed up mechanic has been overhauled so that it no longer leads to ‘unstable’ movement speeds. Now tests that rely on precise timing should be unaffected by whether you speed up or not.
  • The compression method has been changed, giving a smaller file size and better quality sound.

Thanks to everyone who messaged me with their bug reports. I hope you continue to enjoy my puzzles!

Unstable Engineer Update (v1.02)

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…

Have fun!