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LAWatson
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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!
Thanks for playing! I'm glad you enjoyed it. One friend of mine described this game as "brain oil" which I think I'm inclined to agree with. This game sort of unlocks something in a lot of the people who play it, no pun intended. Part 2 development as of recent has been hiccuping a few times, but I'm still making slow progress. Hopefully it'll be out someday.
I went and crunched the numbers on it, there are technically quite a lot of solutions, some even doing better than the given Master Key count. There's a lot of layers to unpack, but there is a general strategy for this problem which, while not giving the perfect sequence (as there are several), will still give you something good enough to solve it.
Another version of the count-up idea, where you only have to count up to one number.
https://drive.google.com/file/d/1Za9gBN7sp4Sqv_nsXWGb3A4kaYEsv3j5/view?usp=shari...
Solved V4 just now. Very neat puzzle, although quite dastardly as well, especially with all the number crunching I had to work out. My solution ended up not using the Combo Brown+Pure or the Brown Exact -1. Not sure if I got an alt or if those were meant as some form of anti-cheese. If the latter though, then I might be able to implement a cleaner version of it into the game using some new mechanics from Part 2.
For posterity, my solution was (rot13) Terra Erq Checyr Oyhr (Plna Oynfg) Oynpx (Cher +1) Juvgr Tyvgpu Oebja Cvax Benatr
I'm not sure the extent to which I'll make new art for the game, but I've got plans to touch up the pause screen art (it was like my literal first ever character drawing and it Shows nowadays tbh), as well as possibly draw some special art for the ending scenes. I've also dabbled in drawing different expressions for the dialog system, which I won't show off but I think I've gotten some solid mileage out of. Anything else I can't really know for sure until I get to it.
Press Alt+Click on a key, door, or other object to open up a code editor. You have to set their variables with code to make them function properly, even single keys/doors, or else they break in the editor. How it typically works is you set variables with code formatted like "variable=value;", with the semicolon at the end of every line of code. The most common variables are "count" for key/door count, "w/h" for door width/height, "c" for door lock color, "cs" for door base color, and "type" for key/door type. You can read more about them in the instructions file attached.
Key counters work a special way. Basically, the counter itself is the "list" of key counts to show, and you add the different key colors to that list, which it then auto-generates the counter graphic with. The basic code looks like such "s0=COLOR;s1=COLOR;s2=COLOR;" etc, with each "s" being the first, second, third row of the list (starting from 0), and "COLOR" being replaced with a number which correlates to the key color, which you can find in one of the readme files. You can also set "long=(Either 0, 1, or 2);" to make the counter longer.
Here it is. I'm not sure if Mediafire links are OK on this site but here it is: https://www.mediafire.com/file/ukqihpluddgve62/KeyTool.zip/file
I'll note that this editor was originally only for personal use, so it's gonna be hard to learn and use, and it's also a mod of a different level creation tool. It comes with instructions, so hopefully those can help somewhat with figuring it out.
It's true that there is a lot going on, and you are given an overwhelming number of options. I suggest breaking it down by color. Specifically, all of the colors in the forced(!) chain of doors at the very end have more interesting logic than initially meets the eye. It's a little harder to construct a clear picture of the other colors, as well as where certain Master Keys are used, but I believe it generally becomes something reasonable once you've understood the other constraints well enough. If you aren't going to attempt the puzzle anymore, though, then that's OK. Thanks for playing the rest of the game up until now!
Just to quell your worries immediately, no, there are never any puzzles which hide things from you. 5-3 has a perfectly normal solution. All I'll say is, there's something to learn in that one.
As for which place to explore next, you're free to either play the Finale puzzle right away or save it for later. Once you've completed World 6, you already know all the stuff you need to know to solve it. I think I did actually design that puzzle before I started working on most of the rest of the game, to answer that question.
Hope you continue to enjoy the game!
Use Rot13 on these hints:
Hint 1: Lbh pna bayl hfr 2 Znfgre Xrlf ba gur znva cneg bs gur chmmyr, fvapr lbh zhfg hfr bar ng gur fgneg juvpu sbeprf lbh gb cvpx hc gur 8 erznvavat barf gb bcra gur 8 Znfgre Xrl qbbe.
Hint 2: Ybbx ng gur Oyhr Xrlf va gur chmmyr naq jurer gurl ner va eryngvba gb qbbef jvgu gur Cnvagrq nhen (3k Oyhr). Lbh nofbyhgryl zhfg trg gung nhen rssrpg gb fbyir gur chmmyr.
Hint 3: Lbh jvyy arrq gb hfr gur Oynfg Qbbef ng gur fgneg va beqre gb bcra fbzr Oynax Qbbef.
The keybinds in the demo version are super messy, technically a few buttons *are* configurable but a few are also hardcoded, including the A and E keys, so WASD might do messy stuff. If you go into Appdata > Local > I_Wanna_Lockpick then open "config.ini", under the Controls section you should see stuff you can change. Setting Jump to 32 instead of 16 will let you use Space to jump. If you see any other binds you'd like to change, you can try plugging in numbers from this post: http://www.davetech.co.uk/gamemakerkeyboardasciicodes
Unfortunately, as I said before about some hardcoded key binds, the A and E keys are "force set" to certain things, so WASD might mess up by overlapping it. For the time being IJKL is the main alternative I could suggest, but I can't fix controls in the demo anymore since I don't have the files for it. I'll be making sure that you can properly set the controls you want in the full version, but waiting for release for that might be unsatisfactory. Regardless, I hope this post could at least slightly help.
