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A very, very strong puzzle game. My favourite was probably the one cage with two locks - the solution was so goofy that it really made me smile.

I do think that, for the impressive amount of content, there's kind of an excess of mechanics. The keycard and the laser deactivation toggle are both pretty essential to the levels they appear in, but they logically serve the same purpose. There's also not really a sense of place - this facility has brick and mortar walls, and old timey victorian keys / cages, but also lasers and teleporters - although I appreciate that this game was made in an impressively short time, and that there's only so much of a "sense of place" you can get with 5x5 puzzlescript tiles. Looking forward to see what you do next :)

Hey - I've been stuck on the one cage with two locks for a couple days now. Would you mind giving me a hint?

ROT13: V xabj lbh unir gb bcra gur evtug ybpx gb trg gur hccre xrl, ohg V qba'g xabj jung gb qb nsgre gung. V pna trg cnfg gur svefg ynfre, ohg abg gur frpbaq bar.

Sure :)

Small: Lbh npghnyyl nera'g zrnag gb tb cnfg rvgure bs gur ynfref, ohg lbh ner zrnag gb trg gur xrlpneq. Lbh fubhyq nyfb hfr gur frpbaq xrl nf fbba nf lbh trg vg.

Solution: Lbh'er zrnag gb hfr bar bs gur pntr cvrprf gb ubbx gur bgure bar nebhaq gur xrlpneq, naq gura lbh fybg gung svefg cvrpr vagb gur bgure naq qent gur xrlpneq bhg.

Thank you!

(+1)

Thanks! I almost didn't include that level, but I'm glad I did.

Lasers and switches were one of the earliest things I added, and had other mechanics related to them that I ended up cutting for being redundant, conversely, keycards were one of the last mechanics I added, and some puzzles just wouldn't work without them.

Also, I thought the sudden escalation from locks and keys to hi-tech laser grids would be funny :y