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I Wanna Lockpick

A strange puzzle game about matching colored keys and doors. · By LAWatson

Bug Reports / Feature Request! Sticky

A topic by LAWatson created Dec 03, 2021 Views: 9,709 Replies: 140
Viewing posts 41 to 62 of 62 · Previous page · First page

If there is a door across a corner from you, and a key normally blocking that corner, you can sometimes unlock the door before collecting the key. Demonstrable in (Base64 for endgame spoilers) MC01, just hold right as you jump up after the tall black door.

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.

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You can cheese omega-9 by not hitting the purple blank door on the 0 bypass route to swap glitch and going in with white instead, causing you to shift orange but not cyan.

My game is quite often unfocused (on Windows), but when I click on it for it to be focused again, the pencilmark menu opens every time, which is pretty annoying. Maybe there is a way to detect if the game is unfocused on Windows, so that the pencilmark menu doesn't get opened in that case?

If i have to remember the setup for Stable Loop one more time i am going to have an aneurysm

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.

For the sake of spoilers, I'll limit my reply.

If you can break all the blocks, you just need to rethink how to break them: a third jump isn't necessary.

I wiped my save file in the menu with the 3 save files, and when I went and started a new game in the save file I deleted, my pencilmarks were still there. Is this intentional?

Developer

Yes, it's a feature intended to assist in future playthroughs or speedruns. Press Ctrl+Shift+D while loaded in a savefile to delete all of that savefile's pencilmarks.

I see. That makes sense. Although maybe an option to also delete pencilmarks when deleting a save would be cool. Or just informing the player in-game about that hotkey.

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.

it would take a lot of memory to remember EVERY door

When I hit the "defaults" button in the sound options, the balance changed from its initial values.

When I changed the color of keys/doors, they didn't update until I quit and re-entered the level.

Post T4 spoilers:

Gurer vf bar qbbe va gur tnzr gung qbrfa'g jbex cebcreyl jura vg unf vzntvanel pbcvrf, fcrpvsvpnyyl gur pbzob plna/oyhr/benatr qbbe va yriry G4-2. Lbh pna znxr vzntvanel pbcvrf ol fnyintvat vg vagb yriry G4-3 naq hfvat na vzntvanel znfgre xrl; nygreangviryl, lbh pna hfr gur znfgre bzrtn xrl gb tvir lbhefrys na vzntvanel znfgre xrl va gur G4 yriry uho. Jura lbh qb guvf, gur ybpxf ba gur qbbe ner fhccbfrq gb unir vzntvanel pbfgf, ohg gurl fgvyy unir erny pbfgf sbe fbzr ernfba. Urer vf n yvax gb na vzntr fubjvat gur oht:

https://u.cubeupload.com/donotforgetmycode/iwlbug.png

Developer

That's actually purely a visual bug, and one I knew about nonetheless, although I didn't know it could happen in this specific case. Basically (rot13) Pbzob qbbef unir n qvssrerag fcevgr frg guna abezny qbbef, naq vzntvanel inevnagf jrer arire nqqrq. V gevrq gb hfr ahzrevpny ybpxf sbe rirel pnfr bs n Pbzob Qbbe juvpu pbhyq unir vzntvanel pbcvrf nccyvrq, ohg V sbetbg nyy nobhg guvf bar. Hafher vs V'yy svk vg nalgvzr fbba.

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I actually have a sick suggestion for if you add operator keys (or whatever they’re called) back into the game. Spoilers, by the way



(Rot 13) Lbh xabj ubj gb bcra Xvan’f ybpx, lbh phefr gur ybpx jvgu n oebja xrl, gura bcra vg jvgu n znfgre xrl? Jryy, znlor gurer pbhyq or fbzr furanavtnaf jvgu fgbar xrlf, naq ng gur raq (lbh jbhyq unir n cbfvgvir ahzore bs znfgre xrlf naq 5 fgbar xrlf), lbh jbhyq qvivqr gur ahzore bs znfgre xrlf ol gur ahzore bs fgbar xrlf. Guvf jbhyqa’g tvir lbh “reebe” znfgre xrlf, ohg vasvavgl znfgre xrlf, naq gung’f ubj lbh jbhyq bcra gur ybpx. Naq nyfb, V guvax V jbhyq xabj ubj vasvavgl nzbhagf bs xrlf jbhyq jbex, fb qba’g jbeel nobhg gung. V qba’g guvax lbh jvyy rire nqq guvf gubhtu, orpnhfr gung zrpunavp vf fpenccrq.

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(rot13)
gur tyvgpu bzrtn xrl qbrf abg tvir gur cher bzrtn xrl jura lbh bcra n cher qbbe orsber vg, znlor sbepr gur cynlre gb teno gur tyvgpu xrl gb cerirag pbashfvba /w

Bug report: If you open the warp menu during the transition after the introduction in a new save file, then you can move while the warp menu is open.

Steps to reproduce:

  1. Enable the "Unlock Everything" option.
  2. Go to the title screen and make a new save file.
  3. Skip the intro.
  4. Open the warp menu during the transition in the main hub.
  5. Move.

my game won't start. last time it was seen i was on the impossible level in chapter EX trying to make it possible

i think it has something to do with my save. i can't find where it is stored though so i can't manually delete it

hold on let me try freeing up some memory

Is there any chance you could add an option to disable those popups saying what song is playing? I find it kind of distracting whenever it appears.

Nvm I just modded them out

hello! i am not able to get the game to run, i get this warning

############################################################################################

FATAL ERROR in Vertex Shader compilation

ShaderName: shdRainbowStripe2

D3DXCompile failed - result

at gml_Object_objWorld_Step_0

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Object_objWorld_Step_0 (line -1)


anyway to fix this? there was a reply talking about this but the link to fix does not work

Have you tried installing the DirectX End User Runtime? According to the install instructions for this game, you can get it from the Microsoft website easily.


Not exactly a bug report, but still unindended behaviour i guess, windows's media player seems to be one hundred percent convinced that musC.ogg (nexus theme) is Californication by Red Hot Chili Peppers, complete with showing me an extremely compressed jpeg of the album cover every time i try to open it. how does that even happen.

(also, sorry for being the first one to post here in like a year. nice music choices btw.)

Developer (1 edit)

I honestly don't know how it happened either! I remember using a browser extension or something like that to download the song from its source, and I think maybe also editing the music in Audacity, so those are the two best culprits I can imagine to how that somehow ended up in the metadata. I don't even have that song on my hard drive. It's as bizarre to you as it is to me.

anti locks: no not how you excpect it, but it will be as normal "a empty space" but if player leaves it with the key, the key is spended and the lock closes or we can call it "door"

and platforms: they dont move until you use a key on it, it will be spended but theplatform will not dissapear but move and bounce upon walls; pushes/ push keys: some don't have gravity and some have, but the push gravity plock is cool for platformings and also (sticky) slopes that dint let them get down them but (stick) with it you can move it freely (the box) on the slope; and switch keys: when collected the doors will be already switch without going there aditionaly, but when you get it again, the locks will again "switch" but with something like star keys the locks will switch every second like rhythm idk; and global locks: if one is broken the other color and id (will be shown after key amount) the other one will be also destroyed.

and string keys: the amount is actually letters, the most right letters will be used to open string locks...

Viewing posts 41 to 62 of 62 · Previous page · First page