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psml-imeji

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A member registered Mar 19, 2024

Recent community posts

I hope the "Must pay for download" was a joke. Man, that is not even April fool that day.

Exactly 400

Well, this is not an idea for the game but this is useful for the other modders who adds the new key types. Since many the ideas of the modded keys are using more complex graphic, it would be less colorblind-friendly using the default in-game colorblind setting, and it would be great if you could simply replace those pictures.


Here is what I thought for it:

The pack contains two types of Key Textures, the Simple Colored Keys and Custom Keys.

The Simple Colored Keys are easy to be made which using the parameters and it will be auto-colored by the game, and it requires those parameters:

  • Color
  • Shining? (A boolean that toggles the shining effect that Master Keys and Pure Keys used)
  • Shadowed? (A boolean that makes the key looks brighter on top and darker on bottom, used by the Master Keys and Pure Keys too)
  • (Optional) Model (A picture file that determines the shape of the key. Masters Keys are using the different sharp that requires to use this file to be made. If not specified, it will use the default model for the most Keys)

All the keys in the original Lockpick expect Glitch can be made done with the Simple Colored Keys function, and the player can simply change any of those three parameters above in game.

For more complex-looking keys like Glitch Keys does, you have to use the Custom Keys function instead. It allows you to add a picture, and the game simply uses it to show that key.


Well, that is just my thought so that is.

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The Unstable Glitch keys is very complex to explain though. See how long it is compared to the one before, which only have its first line of description "A new key type that can changes its color even after collected, and it will treads as the color of the last door opened.".

Also made the Unstable Glitch Keys idea more rigorous.

In my thought, yes. A combo does not cares the combined cost and only checks them separately.

The abandoned Fractional Master Keys in the Lockpick Museum is really seems potential for me, and I made an idea in my post.

The Float Master Keys really looks interesting for me.

Sure so here is another solution.

This should also apply to Rainbow Keys so you can not bypass a Blank Door when you have 0 Rainbow Keys.

The Ice, Mud and Ink Keys in world R4 seems do not work on Blank Doors which that is not mentioned above, since the Blank Doors require exactly 0 of the Keys and a Frozen Door would requires 0 Ice Keys to be opened followed by the logic, which is always satisfied in the original puzzles in Lockpick.

In world R5 once more:

For the Hybrid Curse while you have both positive real Brown and positive real Stained Glass Keys, how does it work while you are about to uncurse it? Does it require the Negative Stained Glass Keys to uncurse the Lock color of it and Negative Brown Keys (Or Negative Stained Glass Keys with Brown as Glitch color) uncurse the Spend color of the door separately and it works while you only have one of them, or does it require to have both Negative Stained Glass Keys and Negative Brown Keys to make the uncursing works?

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In world R5 again:

Can Stained Glass Keys turn doors to "Glitch" color? If it can, will it change colors like a Glitch door do after it got cursed to Glitch, or do they retain Glitch even after  a door of another color is opened?

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A solution that gains exactly 256 purple keys.

Pretty sure there are a few more solutions to do this.


OK. If it can re-curse a cursed door the fully-colored door immunity might not make sense but if it cannot re-curse them then that makes sense.

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In world R5:

Can Stained Glass Keys curse a door that is already cursed with another color?

Also, can Stained Glass Keys curse the door originally fully have the color of the Glitch? In Lockpick the Brown Keys can not curse the door that is originally fully Brown, despite I do not know is it intentional or not.

I got another weird idea in that post. It is an idea about door copies.

In the original game, Imaginary Doors do not use the "i" as lockhole to the doors that have more than 3 locks and simply shows the number, but it does shows the "i" lockholes despite the lock size in this editor.

For the Partial Blast Doors in world R3, there is a similar mechanic in GATEPASS (a game by Necoroneko, the developer of I Wanna KeyPick 100), which is a door with a circle with a part of them shadowed similar to a pie graph with a percentage text like "25%" above the door (similar to the "×2" text on a copied door in Lockpick), which costs a certain percentage of your keys when you touch them, but you can touch those doors with any keys (probably), and your keys will be rounded to an integer after it.

  • Tile textures
  • Keyboard Key binding
  • Key counters
  • Backgrounds

There are so many things to do.

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Updated an idea, Swap doors. That is what I guessed what do they do when I first saw the Bicolored Doors.

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In world R4 again:

Notably, Pure is not immune to these "dark" auras, just as it doesn't protect from the Red, Green, and Blue auras.

Can Ice, Mud and Ink keys open those Pure doors then? Or does they can not open a Pure door and require to remove those effects to let it become able to open again?

The Rainbow keys in the world R4 is so similar to the Brown keys, while the Brown keys are forced to use when you have them but not for Rainbow keys.

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There are many things I noticed in the first mega level:

  • Using Master keys on the very first two doors to skip toward the next section, and many other places that you have to master all of those doors on the way
  • Two Exact negative orange keys in a row while the second one is useless
  • Pink key trap while the total number of pink keys and doors are quite large
  • Negative Purple door that baits to flip using the flip key while there are still positive purple doors forward
  • A blast door is required to saved for the final brown key
  • and maybe more

With so many traps listed above, I think it is a very  counter-intuitive puzzle and is much harder than the second mega puzzle, Chromatic Monolith.

Here are some pictures of the levels that are very similar to a level in the game that I wanna Lockpick is inspired, I Wanna KeyPick .


For Lockpick 1-6:

For Lockpick 1-C:

For Lockpick 2-3:

For Lockpick 4-7 and 6-C:

For Lockpick 6-1:

For Lockpick 9-1:

"a little plus sign inside the circle part of the lockhole"

Sure if it is a normal real door, but how about a Blast door with Reverse Lockhole, which simple doubles your key amount if you have positive amount of keys, and imagine doors, which only have door sprites for 1i, 2i, and 3i doors?

Ok. About the

I think the Maroon Doors should be immune to Maroon effect and so on the other dark colors instead.

I was thought a Forest 5-door would become unable to open them in the "classical" way but I found they can be opened if you have at least 1 Green key so it cancels the Forest area with the difference rule. Sorry for this.

You will need at least 2 doors to do it. A door with 2 orange spend color and a buffer color that stores -2 keys from the 2 orange keys, then use that buffer color to give 2 orange keys.

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In World R4:

Red doors (and any door with Red on it, such as a Bicolored Door with a Red spending color or a Combo Door with at least one Red lock) are immune to the Maroon aura and vice versa, Green doors are immune to the Forest aura and vice versa, and Blue doors are immune to the Navy aura and vice versa.

I think this is not reliable because there are frozen red blank doors (and other blank doors of those aura colors) in the original Lockpick. I think the Maroon Doors should be immune to Maroon effect and so on the other dark colors instead.

That matches my very first idea in https://itch.io/t/3629769/lots-of-ideas lol

Updated a new idea, thank for Balatro, a rouge-like card game.

I have a better idea for the Dark Auras in World R4

Rather than the key count of their counterpart, the aura effect simply checks the key count of its corresponding color, regardless of their countpart.

When you have neither 5 green keys and 5 forest keys, you do not have either of their effects.

When you have 5 green keys, you have the green aura effect, and when you have 5 forest keys, you have the dark green effect.

When you have both 5 green keys and 5  forest keys, they cancels out and like you have neither of them.

Fun fact: The pink/cyan lockholes was red/blue before, though I changed it into pink/cyan because the red lockholes look like spooky eyes.

The Star doors in World R7: Starry Seas, which is simple and fun.

Also, did you read my post too? LOTS of ideas - I Wanna Lockpick community - itch.io

BRILLIANT.

They are all simple.

Solution 5, which opens two purple locks on the right

Here is the Solution 4, which does not rushing into the Green key.

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Since I can not upload it to the wiki due to I am not logged in, I upload it here, sorry!


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Here are LOTS of ideas I thought.

  1. Reverse lockholes: A door with pink lockholes that requires POSITIVE keys to open, but instead of SUBTRACTING the key of the following color it ADDS the key of the following color.
    1. Its negative variation is a door with cyan lockholes, which requires NEGATIVE keys and SUBTRACTS keys.
  2. Convert keys: A key object that convert all the key of one color to another. For example, picking a pink -> cyan Convert key while you have 2 pink keys and 3 cyan keys will make it become 0 pink keys and 5 cyan keys.
  3. Keepable keys and doors: A key or door that can be not interacted if a certain button is pressed. If it is a key the player can pass through without collecting it, while if it is a door it will not be opened and can blocks player.
  4.  Variable keys and doors: A key or door that can changes its key amount in a certain situation, or changes its color, or even appearing and disappearing, and many more.
    1. Its possibility is endless!
  5. Tricolored doors and doors of more colors: Similar to Bicolored doors, it will modify the key count of  ALL the colors in its outer border.
  6. Simple doors: A door that can only be opened if the key count of the following color is not a complex number. For example, a Simple door can be opened with 0, 3, -2, 5i or -1i keys, but not a complex number of keys like 1+2i.
    1. Its variation is Complex door, which can only be opened by a complex number of keys.
  7. Unstable Glitch keys: A new key type that can changes its color even after collected, and it will treads as the color of the last door opened when you opening a door with that color. When you have both Unstable Glitch Keys and the normal Keys of a color, you always spends the Unstable Glitch Keys of that sign first down to 0, then the normal Keys with the difference between the door cost and the Unstable Glitch Keys you spend if you do not have enough Unstable Glitch Keys. For example, if you have 2 Unstable Glitch Keys mimic as Green and 3 Green Keys, opening a Green 4 door would cost 2 Unstable Glitch Keys and 2 Green Keys, and opening the same door with -1 Unstable Glitch Keys and 4 Green Keys would cost you 4 Green Keys without costing your Unstable Glitch Keys, since it only costs the Unstable Glitch Keys if it have the same sign (which also means it does not simply adding the -1 and 4 to become 3 that would made the door can not be open.). The Unstable Glitch keys can not mimic to Pure, and when the normal Glitch mimic is Pure it will mimic the "Glitch" color instead. Opening a Blank Door that have the color the Unstable Glitch Keys mimics require the Unstable Glitch Keys and the normal Keys summed to be 0 to be opened (The AND logic works too but I think the sum logic is better.). Opening a Blast Door only requires you have either the sign of your normal Keys or Unstable Glitch keys to be that door(Since the Blast Doors only checks the sign of it), which costs the number of your normal Keys of that sign if your normal Key meets its sign, and the number of your Unstable Glitch keys if it does, and the sum of those two if both meets. Opening an All door simply costs the sum of those two, ever if those two sums 0 unless both of them are 0(Since you only need "some" keys to open it, and it is not simple adding for the Unstable Glitch keys' logic). Notably the Unstable Glitch keys only replace the normal keys when opening doors. It can not be used as a Master Key when its mimic is Master, nor the Red/Green/Blue/Brown aura effects.
    1. Unstable Glitch Doors can be added too. Unlike Unstable Glitch keys, it does not changes its color, and it can be opened with Unstable Glitch keys only regardless of its mimic color. Normal Glitch mimic can not be Unstable Glitch, and opening a Unstable Glitch Door will turn the normal Glitch and the Unstable Glitch mimic to the normal "Glitch" color instead, regardless of the current Unstable Glitch mimic.
  8. Dispel aura effect: A weird aura effect that make the affected doors cost nothing after opened. The base cost of the door itself still need to be afford before it can be opened.
  9. EDIT: 2024/07/13 Glass Doors: A door variant that has transparent looking, when you met its requirement, you break it as normal and cost your keys normally when you touch it, but if you do not met its requirement, you will break it without costing anything. For example, touching a Glass Orange 6 door when you have 6 or more Orange keys will open it normally and cost you 6 Orange keys, but if you have 5 or less Orange keys you will break it too and let your Orange keys unmodified.
    1. Those doors use the glass-breaking sound exists in I Wanna KeyPick 100, played when you open a door that costs negative number of keys.
  10. Silver Keys & Doors: A third key and door type that have glowing animation as Master (Gold) and Pure (Platinum) keys. The Silver Doors can be opened by Master Key charges but can not be cursed, as Master Doors can be cursed but can not be opened by Master Key charges, and Pure Doors can not become both.
  11. EDIT: 2025/01/11 Swap doors: A door with two colors similar to a Bicolored door, it requires you to have enough keys of the Lock color to be opened and when you open one, you cost the keys of the Lock color normally and gain the keys of same amount of the Swap color.
    1. For example, a Swap 6 door with Green as the Lock color and Red as the Swap color requires 6 Green keys to be opened, and it will cost 6 Green keys and gain 6 Red keys when opened.
  12. EDIT: 2025/01/17 Flip Keys: A new Key type that have an active use similar to Master Keys, when you use one on a door, its copies count will be signflipped. Negative Flip Keys does nothing but still get consumed. Imaginal Flip Key multiply the copies by -i and Negative Imaginal Flip Key multiply the copies by i. Doors with Flip or Pure parts are immune to it but Master is not immune to it.
    1. For example, on a door with 1+2i copies, using a Positive Real, Negative Real, Positive Imaginal and Negative Imaginal Flip Key on it will make it become -1-2i copies, 1+2i copies, 2-1i copies and -2+1i copies separately
  13. EDIT: 2025/07/18 Mold Keys: A new key type that have an activated use like Master Keys, it works almost exactly like Master Keys but it works on Key objects instead of Doors. Positive Mold Keys destroys a Key object without collecting it and Negative Mold Keys copies a Key object. When you copied an Key object or collected an Key while still have remaining copies, it will be disabled until you walk off like the Infinity Keys does. Mold and Pure Key objects and Infinity Keys are immune to it, including using an Imaginal Mold Key on an Real Infinity Key object.
    1. This idea looks silly but I found it is interesting when you can copy the Signfilp and Star/Unstar Keys.
  14. Fractional Master Keys: An abandoned idea in Lockpick Museum, now I reused it. You may collect a Master Key that have float numbers like 0.5, and when the count of your Master Keys is not an integer, you will have the weird effect on the Master Keys exactly like the museum said, which when you have the Positive count of Master Keys, using it will works as Positive Master Key and subtracts 1 Master Key from the count, which may let it down to Negative, and vice versa for the Negative float Master Keys. Basically, it allows you to destroying and copying a door alternately without running out it. But it can still be worth a lot on the puzzle solving by simply adding the Blank Doors that forces you to collect another Float Master Key to cancel it off.
    1. Float Master Doors is also worth a thing in this idea, which have the Float number of Master locks on the door that would put the count of your Master Keys to the Float numbers too and it can be copied to making it able to use one to put the keys to float and using the same door to get back to integer.
    2. Beware the Blast Master Doors which may put the keys of the other colors to Float too, though. Even the Master Doors can be Float, the other normal Doors and Key objects would be very rarely to be Float in my idea.
    3. For the Partial Blast Doors in the MathCookie's post, It would become not able to open any Partial Blast Doors that have an integer denominator when the count of your keys is Float, since you can only open them when the count of your Keys can be divided, and none of the Floats numbers can be divided by an integer. Though it is still able to open them if the denominator is Float too and the count can be divided, such as opening a X/1.5 door when you have 4.5 keys. Normal Blast Doors can be opened with Float numbers normally but a Partial Blast Door with X/1 can not, which would still costs the same amount of Keys like the normal Blast Door does when you can open them. 


Also see: