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I Wanna Lockpick

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

I Wanna Lockpick ~ PATH OF LOGIC

A topic by TheTastyPi created Apr 24, 2023 Views: 2,737 Replies: 18
Viewing posts 1 to 9
(3 edits) (+1)

I got really bored one day, so I made a list of my solve paths for each puzzle, and called it:

I Wanna Lockpick ~ PATH OF LOGIC (Part 1)

I pretty much just slapped whatever my thought was when trying to formalize the puzzle into a big list, then tried to organize it a little bit.

It's still a big mess at parts, especially for some of the harder puzzles to formalize.

I might do this for part 2 as well, but that's quite a bit into the future.

(And I assume that the puzzles then will be harder, so... I'm dreading it.)

Edit: A brand new doc has been made for the newly released part 2!

It contains logical analysis for all newly added puzzles in part 2, and as a result, their solution. Enjoy.

I Wanna Lockpick ~ PATH OF LOGIC (Part 2) (also linked in the first doc)

(1 edit)

I had a solution for 9-B which allowed me to not write down an equation.

13337 looks a lot like 11 times something.

13337 - 5 = 11 * 1212 = 13332

13337 + 6 = 11 * 1213 = 13343

13332 is not useful, but luckily, 13343 will suffice.

13343 - 2*14 + 2*11 = 13337 so one valid solution is... umm... negative orange keys. 1215 * 11 + (-2) * 14 = 13337. We need to do better.

50 * 11 *14 = 550*14 = 700*11. We can remove 700 cyan keys and redeem them for 550 orange keys. 515*11 +  548*14 = 13337. Close, but we still have too many cyan keys

We need one more trade, 11*14 = 14*11. 515-14 and 548 + 11. 501*11 + 559*14 = 13337 And there we go!

Well, I wanted a solution that doesn’t require much guessing. Plus modular arithmetic is cool.

Updated with the new puzzles from the 5/31/23 devlog. Located at the bottom labeled "Bonus". Had a bit of trouble writing for the 2nd one.

Idk why I'm doing this. Still bored as hell apparently.

Do you ever do the puzzles occasionally posted in the discord?

I’m not currently in the Discord. Though now that you’ve mentioned it, I’m somewhat interested now.

I don’t understand the purple omega key solution at all, i need like a picture of the relevant locks or something

i did firgure that out, but then i found your guide not great on the following (spoilers) image.png

thanks for the doc, really helped.

the path into t4-4 is very confusingly phrased (mostly because you end up with 2 oranges, not 5)

(2 edits)

As far as I know, I never mention you "ending up with 5 oranges". I said you will have 5 oranges to spare. Which is true, I believe.

This document is mainly for the purpose of documenting logic, and with the compilation of solutions as a side-effect, so I'd appreciate it if you can point out any logical inaccuracies, if any.

Edit: Ah, I see how the wording can be confusing now. I'll change the wording a bit to make my point clearer.

i want the path unlocked after Purple Omega Key where can i find i

nvm

I would like to note that you can solve "The Problem" without code, by getting 21 pink, 63 green and then dividing by 3, which is much simpler.

FYI: I'm not concerned with just finding a solution, that can be done with manual bruteforce calculations. I was concerned with finding a more "mathematical" approach, which I didn't find (and thus resorted to code). The solution listed in the doc is, however, the shortest solution, which could be considered the "simplest", going by that metric.

(1 edit)

As the wiki now explains, (1, 1) -> (9, 3) -> (3, 1) -> (na, nb) -> (a, b), originally found by me, is the "mathematical" approach you seek (it works for any a, b)

There is a mistake in the logic for 11-B. The  document says that the combo door needs to have 8+3i copies, but it actually needs to have 3-8i copies. That's because you start the level with 5-6i purple keys. The real part is positive and the imaginary part is negative, but the combo door has two positive locks, so you have to use the imaginary copies of the door before you use the purple rotor keys.

Thanks for the report! This is fixed now!

By the way, thanks for making this. It's very useful to see the logic for how each level is solved.