Remember back when I came up with the "Return Worlds", a list of ideas for spinoffs of each world's mechanics? Well, I'm doing something like that again, but more esoteric this time.
In I Wanna Lockpick, the mechanics came first and the world themes were derived based on those, or at least I'd assume that's how it works. But what if I went the other way around? This is a re-mapping of IWL, changing up what the mechanics are so that the mechanics in each world are based directly on the name and background of that world.
Doorhaven is staying the same - its theme, so much as it has one, is doors. Also, we need a good base point to iterate on, and if I changed Doorhaven it'd be a completely different game!
Rainy Vista's first mechanic is Buckets, made from the rain pouring outside. Buckets are filled with a colored water, and are collected like Keys are (Orange Buckets, Purple Buckets, White Buckets, etc.). You may use up one Bucket on a door to recolor the door that color. There's also a new color, "Rusted"; a Rusted door's requirements are simply ignored, as the door is too rusted to block you. This makes Rusted Buckets the TMC equivalent of Master Keys.
I think of Rainy Vista as either a hotel or a vacation home, so Rainy Vista's second mechanic is Scanners, like the digital card locks on hotel doors these days. A Scanner is like a door, but it doesn't spend anything when you open it. Buckets do not work on Scanners.
The Infrastructure's first mechanic is Blueprint, an effect that can be applied to Keys, Doors, or Scanners. In order to open a Blueprint Door or Scanner, you need to match its specifications exactly, i.e. if it's a 3 Purple Door then you need to have exactly 3 Purple Keys, not just at least 3. Of course, 0 is a valid number here, so Blank Doors from canon IWL are rolled into this mechanic in IWL:TMC. Blueprint Keys are the same as Canon IWL's Exact Keys.
The Infrastructure's second mechanic is Mechanical Doors, doors that open and re-close via gears inside them. When you open a Mechanical Door, it becomes intangible and can be passed through, but once you're no longer touching it, it re-closes. There are also Mechanical Scanners, which are Scanners that re-close once you're no longer touching them (which is basically the same as a Gate from canon IWL...)
Starlit Temple's first mechanic, of course, is the Star effect, for both Keys and Doors. For Keys, this means introducing Star Keys and Unstar Keys three worlds earlier than canon. For Doors, a Starred Door is immune to Buckets, as the Star protects it from being changed.
Starlit Temple's second mechanic is Sacrifice Doors, which make you sacrifice all of your keys of that color to the gods (...or to whatever this temple worships) - they're the same thing as the canon Blast Doors, just rebranded for this theming context.
Haunted Attic's first mechanic is Messes that were never cleaned up because the attic is where you stuff all that stuff. A Mess has multiple key pickups within it, but you only get to choose one to take, after which the mess collapses and disappears.
Haunted Attic's second mechanic is the Spirits that haunt it. Spirits are collectible items like Keys, but they have a requirement like Doors/Scanners do, and you'll pass through them without collecting them if you don't meet their requirement. When you do collect a Spirit, it will then haunt Lily, and continue to do so as long as you continue to meet its requirement. Once you no longer meet the requirement, the spirit leaves. For the time being, the only use being haunted by a spirit has is that scanners can check for Spirits - they can check your total number of Spirits, or they can check for whether a specific Spirit is haunting you (perhaps each Spirit in a level has an ID number or something). Doors cannot spend Spirits, though
Negative Garden's first mechanic is still negative numbers, since Negative is in the name and theme.
Negative Garden's second mechanic is Seeds. Seeds are, like Buckets, a usable item, but they're used on Key pickups instead of Doors. When you use a Seed on a Key pickup, it now has 1 seed attached to it - you may attach more seeds to it if you want to. When a Key pickup is collected, if it has any seeds attached to it, one of those seeds is planted and blossoms into a new copy of the key pickup - in other words, Seeds are like Negative Master Keys but for Key pickups instead of doors. Negative seeds, then, are like positive Master Keys, removing attatched seeds if a key pickup has any, and making the key pickup rot away and disappear if it does not. (I'm not sure if negative copies are a thing here...). Seeds may also be used on Messes, in which case the mess only collapses after its seeds have been used up, but Keys taken from the Mess do not replenish, so you have to choose from what remains, meaning Seeds essentially let you choose multiple Keys from one Mess. If a Mess runs out of Keys entirely but still has remaining Seeds, it collapses early. A Key pickup can have the Star property to make it immune to Seeds (this is not the same as it being a Star Key, those are different things!)
The Labyrinth is probably similar in concept to what it is in canon IWL, just a really big puzzle using the mechanics up to this point.
See the replies for the continuation.
