certified banger alert. i would gladly get trolled this much by a game again
LAWatson
Creator of
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Wow, I updated the game yesterday and forgot this one once again. A slippery little snail for sure. For the record, opening/saving/compiling the project is a ton of work even just for a task as simple as replacing a tile, so there's a good chance this one will remain until some unforeseen far future update...
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.
I know someone else made a thread about running the game on gnu/linux here, I'm not sure if it'll work in your case but I know they experienced and subsequently fixed that graphical glitch and got the game working. https://itch.io/t/3508853/how-to-run-on-gnulinux-probably-any-nix-system-works-s...
Update 3: Made everything for all the intro/ending cutscenes, as well as the credits. This means the game is now playable start to finish! I still need to go on a bugfixing rampage, and there are two tiny features left to add, but wow, I can work fast when I want to, I guess. (This does NOT mean the game is coming out in the next few days, it will still take a while! But this amount of completion is a good sign that it will have a timely release.)
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.
I understand the need for key rebinding, and I've been working on the options menu for a while now for the full release. Unfortunately, the demo version of the game was not maintained as its own version, and it would now be substantially harder for me to make a new demo version with key rebinds (harder than just continuing to work on the full game to completion). There *is* a config file in AppData/Local/I_Wanna_Lockpick which has some (but not all) key binds available to change by changing the ASCII values assigned to the buttons, but some binds in the demo (such as the 'A' and 'H' binds) are hardcoded. I'm aware it's not really ideal, but at the very least, it won't be an issue anymore in the full release.
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...)
This is a common crash that happens if you don't have the DirectX End User Runtime installed with certain graphics drivers. You can look it up and download it from the Microsoft website, and it should be a straightforward installation. (Just disable the Bing toolbar it wants to install, and after it installs the game should run fine.)
Sometimes I do work on the game, but it's pretty mentally taxing, so I usually take lots of breaks. As for the puzzle design process, Lockpick is kind of a unique case since it's primarily rooted in deductions and untangling dependency chains, but more generally, I design puzzles by trying to make the "essence" first, whether it's a new interaction or a fundamental realization about the puzzle which informs how you need to approach it. Then, I try to make a setup for that trick with whatever pieces I can think of, the simpler the better (as more complex puzzles run a greater risk of having an unintended solution). It's kind of up to the designer how to do this part, including whether or not to add bait elements which distract from the solution, which was the case for a lot of Lockpick's puzzles. That's not the only way to obscure a solution, though, and a secondary goal or element which has a different use from the player's initial obvious assumption are also good ways to do it. My first real puzzle experience was Jelly no Puzzle, which is where I picked up this design philosophy from.
Great fun game! Short, but I think in a very good way; it does everything it wants to do, and every individual moment of the experience was a good one. Whether it be interacting with NPCs, listening to the banger tunes, searching for secrets, or trying to deal with the ridiculous basic enemies (which practically turn into minibosses in their own right), I liked it all a lot. If there were ever more like this, I would play it in a heartbeat. Thanks for making!