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A jam submission

KeylessView game page

Limited Controls Puzzle
Submitted by Baked Orange — 1 hour, 6 minutes before the deadline
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Keyless's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#2243.8713.871
Originality#2604.0004.000
Fun#2843.7423.742
Presentation#9033.6133.613

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You can only carry a certain number of controls for your character, you never have enough control to freely move around and solve the puzzles easily. You are always a little bit "Out of Control(s)"

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Submitted

This was fun. Only issue was the text in the beginning. Never ever have text just skip along without the user having to press anything. It'll be either too fast or too slow.

Developer

Yeah I hate that tutorial. If I were to redo the game, it wouldn't even be a text box thing. Thank you.

Submitted

Passed all 17 levels. The one I had the most trouble with was one of the early ones with moving boxes, I ended up dropping a key on it before the game taught me about that cause I didn't want to brain that hard.

All together I'm fairly impressed with the game, a solid puzzle game made in 48 hours. I think my only complaints are:
1) That there's no rewind/undo button (I imagine it would be pretty tricky to make one from scratch for the jam) I redid level 17 quite a few times because of a few mispresses.
2) That the objects aren't immediately obvious as to what they are without poking and prodding. Like I wasn't sure which was the door or the door unlock key or which was the moveable box and which was the pressure plate at first.

Though I do have to praise your design. My second complaint barely matters because you drop in levels that really don't leave you room to be confused, they show you how the mechanics work before dropping you in a room with a real test.

All in all, well done!

Developer(+1)

thank you for playing and your detailed feedback!


If i end up doing a post jam version, an undo button is something ill definitely add. I also would redo most of the levels as I didnt have time to playtest, so many of the puzzles may have been too hard or esoteric. I want less puzzles that have 15 keys strewn about.


I'd also definitely redo a ton of art to make it look more clear.


Thank you for playing again!

Submitted

Really clever idea and good execution. The puzzles are challenging and fun at the same time. Loved the visuals and sounds too. Good job!

Submitted

That's a pretty cool game! I enjoyed it, i really like how you used the controls! good job! rated! please check out my game too :D

Submitted

A very good implementation of the theme! You took a new concept and made a very servicible order of operations brain teaser, and that's nothing to sneeze at in 48 hours. I especially like how you took the time to do something many don't find themselves with the time to do, tutorialize, while also being comfortable allowing the puzzle design itself to do some of that work for you. I don't think I was ever unsure of what a given piece did for more than a second or two and any given time, minus perhaps one exception.

I did notice there seems to be a lot of "extra" pieces lying around the board, usually several movement keys I wouldn't touch at all during my solution. I presume this was to allow for not-strictly-intended solutions without adding on that much iterative testing, which is honestly not a bad compromise at all. 

The one thing that I never understood the place of was those pushable boxes. Movable only once, and never into a meaningfully different position from what I played. A leftover? An idea that didn't make it? An oversight on my part? Inquiring minds want to know!

Developer(+1)

thank you for your feedback! The pushable boxes can be pushed more than once, unless you somehow triggered a bug i don't know about. They're meant to trigger the pressure plates until you learn you can discard keys to weigh them down.


The extra movement keys were probably an accident, i didn't have much time to playtest so if I was able to solve a room, I put it in the game. There's probably tons of solutions i didnt know about.

Thank you for the feedback in the tutorial levels! I was trying to go for what portal did by making you learn by forcing you to use something.


Thanks!

Submitted

This is a really excellent game with mechanics that I haven't seen anywhere else this jam. I really liked the idea to be able to use the buttons to weigh down pressure plates; it was a really nice touch. It took me a second to work out exactly what some of the controls did, like the arrow keys, but once I had the game was extremely fun. Even though the difficulty curve was quite high I had a lot of fun playing it and trying to work out each puzzle. Great job!

Developer

thank you so much for playing and your feedback!

Submitted

Great concept for a super-hard puzzle. Especially when the levels get bigger. One wrong move can totally ruin an attempt, and then you have to restart from the beginning of the level again. Reminds me of DROD. I might have played more if it had a DROD-like undo, which steps you back through your previous moves right to the start of the level.

I found it wasn't super obvious what the arrow keys did, because I didn't realise from the art that the ship even had an orientation! Couldn't work out why I'd need to be able to shoot. The puzzle design (level 3 I think) was better at teaching me that than the instructions and graphics were!

It ramps up in difficulty so fast! I was done by level 4. I think it's probably one of those games where it's easy to make a level, but hard to decode the solution. You have to think so far ahead! Those games need very careful level design and testing to make sure the puzzles are simple enough for anyone to get with a little thought. I felt with this one that it could use a lot more user testing. I know how that's impossible in a games jam of course! And given you can't have done much "virgin user" testing you've done a fabulous job!

Developer

Thank you for your feedback!


Yup, the levels are my biggest regret. They were the last thing I did, and I had no playtesters. I had mechanics that I didn't want to go to waste, so I made sure to have one tutorial level for it, and one real puzzle with the mechanic. Unfortunately, since I started on them so late, I would throw stuff together until it had *a* solution. I would love to redesign this game to have better puzzles.


I also realize that the player art isn't the best and not really clear. Again, if I was better at time management, I would redo that art, and make a much better tutorial level. I hate that textbox but I had been awake for 22 hours (because I went to my job) and was an hour before the deadline, so I threw something together so it had something.


I'm thinking of making like a redux, post-jam version, with the UNDO button and better levels and art.


Again, thank you for playing and thank you for your feedback.

Submitted

Very cool concept, nailed it on the theme in my opinion. Puzzles were fun, really challenging. Ramped up in difficulty pretty quickly but its a jam. Overally really well done!

Developer

Thanks!

Submitted

Interesting gameplay with hard puzzles.

Submitted

I never felt so dumb while completely agreeing with that....5/5 !

The Puzzles are hard but it is a great feeling when you can solve them. The Design is simple but suits the game really well and the sound effects fits perfect.

good job! 

Developer

Thank you!

Submitted

Ditto everything that VeryThiefLike said. It's a very good game concept and there's a surprising amount of content, but an Undo button would have been very nice. Excellent game overall!

Submitted

This is excellent puzzle game, I really enjoyed it!

Some of visual elements need a little work, it's functional but rough. I also found the "Level" and the "Keyslots" heading distracting from the more important elements in the game.

The puzzles are very well done. The progressive increase in challenge and the amount of variety in mechanics is incredible (amazing that this was done in 48 hours). 

There were a lot of things to think about as you moved, but not too much. Though I would of liked at least 1 undo move. I would always overshoot by one especially when I was excited that I solved the puzzle xD.

You did a great job! Very well done! : )

Developer

I'm considering doing a post-jam redux of the game, redoing the levels, adding a tutorial. The undo button sounds like a great idea! Thank you for your feedback!

Submitted

pretty cool game, i like how it made me think a lot about my next move, cool game!

Developer

Thanks!

Submitted

It’s everything I would have hoped for and more! Good job!

Submitted

Fun literal interpretation, but quite common. Nice puzzle desing.

Submitted (1 edit)

Very literal concept, and it fits the theme perfectly! At times, some of the later levels made me feel overwhelmed, but solving them was definitely satisfying. Oops, looks like I posted twice. Apologies!

Developer

Thanks for your feedback! Yep, creating the levels was one of the last things I did, so near the end if I made a level that I *could* solve, I put it in. If I could, I would remake a bunch of levels to be tricky, but only have like maybe max 4 keys on the screen to pick up.

Submitted

Great concept, and very intuitive with nice puzzle/level design. I really enjoyed this one!

Submitted

Literal interpretations are the best interpretations. Our games have the same idea though min is a platformer with some other gimmicks thrown in.

The restrictions on the player create the puzzles. You have a lot of potential actions for the player to take. The button swapping mechanic is quite cumbersome(though it's not like mine is any better. Though in this case the potential for player confusion is higher due to the large amount of buttons.

The most annoying ones were the arrow ones. They could be turned into static tiles in the map that change your direction when stepped on. In fact, there is probably a game that does just that.

the art is minimal but it fits the game. Music is also nice. I have no real complaints here.

Overall, great job!

Developer

Thank you!


The levels were one of the last things I did, at 5 am. I didn't really have time to playtest or show other people, so as long as I made a level that had a solution I put it in.

I think a big problem is a lot of the levels have keys all over the place. I would have loved to make trickier levels, with fewer keys laying around, but that's what I get for not calling off of work.

And yeah, I could have implemented the arrows more. They take up a big space on the hud and only like two levels really use them


Even though the art isn't amazing, I'm honestly happy with it, its better than what I can usually make.


But thank you for your feedback!

Submitted

This is an interesting concept, and I really enjoyed the puzzles, they're challenging without being too frustrating. Overall a really fun play!

Developer

Thanks!