I need hints for world 9 levels,I can play 9-5 9-6 9-A and 9-C. I need 1 more level to beat world 9.
Edit:levels not levela and some capitalization
Edit2:just telling how many more levels I need,so i only need 1 or 2 hints
A strange puzzle game about matching colored keys and doors. · By
Any chance keys/doors could have a tiny number in one corner, or different numbers of stripes or something? I'm not colorblind but I'm still having trouble with orange vs. red because I keep my monitor dim to avoid migraines.
Edit: I just got to 1-8 and I wish you'd mentioned hovering keys/doors earlier, that solves my problem. Still might be trouble if I couldn't see *any* key/door colors as I"d have to hover each one, but this is workable for me
I'm past the point of adding new mechanics, and while I had actually pondered water before, I didn't think it really fit in with the rest of the mechanics (1-way passages are the most platforming the game gets). Who knows, though. Maybe when everything else in the game is made, I will add a little pool of water just for you. (Maybe don't count on it, though...)
I don't know if this is even a feature yet, but I am confused about this. (rot13)
V nz nffhzvat gur oyhr fdhner guvat va cneg 2 ghgbevny vf zrnag gb trg n xrl bhg bs gur yriry, ohg V unir ab vqrn ubj gb npghnyyl hfr vg.(V unir gevrq hc+qbja,gur bcgvba gung vf vzcyvrq ol gur qrfvta bs gur oybpx, onpxvat bhg bs gur yriry nsgre npgvingvat vg, nf jryy nf cerggl zhpu rirel bgure ohggba ba zl xrlobneq.)
Lbh pna vagrenpg jvgu vg va gur qrzb irefvba naq "fbyir" gur chmmyr vg'f zrnag gb fbyir, ohg vg'f abg irel jryy gryrtencurq. Nsgre vg'f npgvingrq, lbh unir gb qb fbzrguvat ryfr va gur chmmyr gb "hfr" vg, naq vg'f abg n pbageby cerff. Va gur shyy irefvba gur chmmyr vf punatrq gb zber cebcreyl grnpu vgf zrpunavpf.
a few silly/mildly goofy TOTALLY SERIOUS suggestions of mine, totally not way to late to be implemented.
treadmill - pushes the player character in one direction really fast, and the direction can be changed with a (world 8 gimmick)
endless hallway - a really really long level were one must simply run down an exceedingly long hallway to grab a key and then turn around and run all the way back to win the level
quantum keys - you don't know how many keys you have picked up, and you also don't know how many are needed to unlock each door until you hover you mouse over it (observing it)
time dependent keys - the amount of keys picked up is based off of the time of day in real life.
bucket of paint - turn all of your current keys into another colour, but after a while the paint dry's off and changes into a different colour, also changes the colour of the player character, they paint can be washed off by going into water.
poisonous gas - whenever you step into the gas you begin losing random keys at a rapid pace.
brick - is that door in your way? No worries! hurl a brick at that abstracted rectangular obstacle to break it instantly! just like in total chaos the game. [one use per brick due to fragility issues [just like in total chaos the game]].
Nokia phone - acts the same as a brick except can be re-used forever.
diamond encrusted drill - the first puzzle of world 8 too hard? simply drill through the wall and get that door! totally balanced.
paper keys - act just like regular keys, but if go into water they become...
soggy paper keys - you have to be moving slowly or else you will tear the keys apart, if you have any (world 5 gimmick) keys, after about 10 seconds they will dry out and become...
warped paper keys - the result of drying off your soggy paper keys
Separator Keys - They separate your keycount into separate signs:
Positive
World 6 spoilers: Artngvir
World 11 spoilers: naq gurve Vzntvanel inevnagf.
This is a toggle-on toggle-off effect.
This would finally make these cbfvgvir-artngvir Pbzob Qbbef openable! (W9 spoilers)
Upon touching an Unseparator Key, your total key amount of that colour will be set to all of the keys added together.
World 11 spoilers: Sbe rknzcyr, vs lbh unq 3, -2, 4v, naq -1v Checyr Xrlf, hcba gbhpuvat na Hafrcnengbe lbh jbhyq raq hc jvgu 1 + 3v Checyr Xrlf (3 - 2 + 4v - 1v).
I think I've found a BUG (although it's less of a bug, more of an unintentional skip?), or maybe it's completely intentional, I'm actually not sure.
since this is late game stuff (area "T2"), aswell as a potential solution i will use rot13.com (as well as a LARGE ENDGAME SPOILER WARNING):
Fb, va Puncgre 2 bs gur terng orlbaq, lbh pna bognva gur juvgr bzrtn xrl.
vs lbh tb vagb cntr 7 ("cerpvcvpr bs gur oyvmneq") naq fnyintr gur ynetr oynpx pbzob qbbe gb bhgchg cbvag FVQ 9, lbh pna whzc ba gbc bs vg naq cnexbhe npebff gur gbc bs gur jbeyq gb gur bzrtn xrl.
V'z abg fher, ohg v qba'g guvax lbh'er zrnag gb trg vg guvf rneyl, znvayl whqtvat sebz gur snpg gung vg qbrfa'g frrz gb qb nalguvat.
V'z nyfb urer gb nfx sbe n fznyy uvag - v'ir whfg svavfurq gur terng orlbaq, ohg v'z abg fher jurer gb tb. Gur vatnzr uvag gryyf zr gb "gehfg grfg" gur jnec flfgrz, ohg vg frrzf gung gur jnecvat unf dhvgr frg ehyrf - lbh rkvg gur yriry ng gur fnzr cynpr lbh ragrerq vg, naq nernf ner nyjnlf ragrerq ng gur fnzr cbvag.
V'z hafher jung Furanavtnaf bar pna qb jvgu guvf.
bug report: in t2 - 5, i was sitting still looking at the puzzle, not interacting with the game, after a few minutes i hit escape to get into the options menu. the rotating black squares appeared and begun the screen transition, it succsessfully faded to black. the first half of the "transition to escape screen" sound effect played. after that the rest of the transition sequence failed, the screen remained black and the second part of the sound effect played. ALT + F4 was not working nor was CTRL + ALT + DEL or CTRL + SHIFT + ESC. the windows key brought up the taskbar, the button in the bottom right of the taskbar that normally mimimizied all windows failed to minimize the black screen. when i tried to open other windows the window preview on hover displayed over the black screen, but the window itself would not display when clicked. the computer power options were available. after this i restarted my computer and tried to cause the issue to happen again without success.
i hope this is enough information about what happened, im unsure where any crash logs might be, if those exist and are needed i would be happy to send them if i know where on my system they are, i am also willing to send across all of my computer specs and my save data for "i wanna lockpick", hope this helps :]
other important info: lenovo laptop with an integrated GPU
running windows 10
running the version of the full release of "i wanna lockpick" that was made public first. (the one released on valentines day).
other versions of the game were present on my computer, two copies of the demo version existed, one in a seperate drive (microSD ran through an SD card adapter), and the other one was in the downloads folder (same folder as release version)
if you need more information about what happened feel free to ask me, i will try to recall as much as i can about what happened.
Fbeel, v zrnag gb fnl "n oynax cher qbbe nsgre gur bar abeznyyl thneqvat gur oebja xrl." Jvgu fhpu n fcrpvsvp nzg yvxr 67 vg frrzrq yvxr gur chmmyr jbhyq or gb trg gb rknpgyl 67 cher xrlf jvgu nyy gur ovanel pbhagvat tbvat ba, ohg lbh pna whfg tb nebhaq ntnva naq teno jnl gbb znal xrlf, yby.
V whfg jnf jbaqrevat orpnhfr v orng vg fb dhvpxyl gung vg frrzrq yvxr v fxvccrq fbzrguvat.
I find it a bit annoying that when you walk a bit, do something and then undo, you get teleported all the way back. It would be nicer if you would be teleported back to the last valid standing location instead of the first one after the last action. I figure this can be changed by putting the player position onto the undo stack last and swapping it out as long as you are on a valid standing location. Also, touching salvage points should be an undoable action, which it currently isn't. Additionally, there is a bug where, when you did an action but are not in a valid location (like within a salvage point), you can't undo. Also, why do you need recentPush? Isn't recentPush always 1 once you pushed an undo stack frame? I mean, after every undoPOP call you eventually call undoPUSH, so recentPush will necessarily be 1.
Hello! I'm not sure if this is something you can address, but I was playing an EX level and noticed there were some blocks I could not reach.
Instead of doing the intended solution, I managed to jump on blocks while they were breaking in order to get a third jump. Since I didn't switch signs at all with multiple being available, I'm pretty sure I skipped a part of the solution.
Unsure if just weird intended behavior or bug, but: (rot 13) jura cynlvat guebhtu jbeyqf 1-5, v arire fxvccrq n (ahzorerq) yriry, ohg va jbeyq 6 v fxvccrq yriry 3 (v hfhnyl cynl va beqre, ohg v jnf fgvyy jnxvat hc), naq nf n erfhyg yriryf 7, 8, naq 9 bcrarq hc, ohg abg yriry 6. v nffhzr vg'f whfg n dhvex bs ubj gur yriry haybpx flfgrz jbexf gung v unqag abgvprq gvy abj, ohg gubhtug v'q ercbeg whfg va pnfr.
Post T4 Spoilers:
V guvax vg jbhyq or n ernyyl avpr nqqvgvba vs lbh pbhyq erfrg qbbef gb ubj gurl jrer orsber nal zbqvsvpngvba va gur Bzrtn Grezvany. Pheeragyl, lbh unir gb erqb gur fnyintr gb oevat gur qbbe onpx naq vg'f ernyyl naablvat univat gb erqb G2-7 guevpr rirelgvzr lbh guvax lbh zbqvsvrq gur qbbef jebat.