Voodoo Lockdown by Antti Haavikko
I have made an enhanced post-compo version of the game and it can be found here.

- Abandoned ancient ruins... :heavycheckmark:
- No visible way out... :heavycheckmark:
- Weird space-age machinery running dangerously low on juice... :heavycheckmark:
- Impending doom... :heavycheckmark:
- Gotta find the main control room...
- Play on itch.io! (WebGL/Windows/MacOS/Linux)
- Gameplay Video
- Development timelapse
- Source code
Screenshots

Tools
- Unity
- Anima2D
- Adobe Photoshop & Illustrator
- Bfxr
- SunVox (with zero musical talent)
Bonus GIF with less pooping this time...

Ratings
| Overall | 10th | 4.192⭐ | 80🧑⚖️ |
| Fun | 12th | 4.154⭐ | 80🧑⚖️ |
| Innovation | 1th | 4.705⭐ | 80🧑⚖️ |
| Theme | 643th | 2.247⭐ | 79🧑⚖️ |
| Graphics | 82th | 3.974⭐ | 80🧑⚖️ |
| Audio | 155th | 3.355⭐ | 78🧑⚖️ |
| Humor | 177th | 2.899⭐ | 71🧑⚖️ |
| Mood | 65th | 3.737⭐ | 78🧑⚖️ |
| Given | 37🗳️ | 55🗨️ |
I think you could work with this concept little further and do a "real" game from it in future :)
Really great job!
That is all for my stupidity :-)
This game is just great! Aside from great music, sounds and graphics, it is very innovative. What a cool game mechanic, changing the letters. Also it is very well paced, it felt great when I found out that you could change the letter in the middle while jumping!
Really, my greatest respect to you, this is awesome, great game design, I would buy the full version immediately :-D
Well that's a surprise. So you didn't realise you could use other letters besides T?
I really like the fact that there are multiple solutions to solve the room.
I'm not sure what the character is supposed to be, a sysadmin with a voodoo mask? :p
I think I have seen a game like this back in the day on newgrounds, but it was fresh to see something like this amongst the entries.
A+!
Awesome graphics, I really liked the player animation. The letters idea is brilliant and original.
I'm sure you're really proud.
Congratulations!
And yes, I am a really nice dude :)
:star: You have a neat puzzle-esque platforming mechanic here, I liked it, and enjoyed playing this game a lot. The graphics were very clean and consistent! Good work!
:point_right: The music, and graphics didn't really signal abandoned ancient ruins to me. The limited respawn per checkpoint definitely felt like running out of lives, but not power... even just juice up the respawn a bit could make it fit better with the theme.
Overall good job on this game. Thanks for making it!
You died too many times. The terminals have limited number of respawns each. It displays the amount still left each time you die.
Also, good audio and it feel complete!
However, in the stage that have three ball, at first there is no letter, letter appear after I type. Then, I want to let the letter disappear and use O to trap the ball but I can't find anyway to make the letter disappear!. You have already drawn a ">[]" on computer scene, why don't you just make the backspace button work?
Here is other opinion, at first I want to say why there is no any hints for player at last scene but that's fine when I know it's the last scene. However, I think you should still put some object with hints so there are more player can finish the game haha(I know you already give feedback when player type right letter but may be more, I saw some comment said that they can't figure out)
Last one, it may not help but I still want to try.

I don't know are you setting the collider in this way, if yes, I think you can just make one big collider for the whole wall so the player will not stuck on wall! That's a problem when I want to make a game which each wall box is able to be break faced long time ago. I think your game are not going to break any block(at least now). if you want to make some block breakable, you only make individual collider for them.
I point out just because I saw some comment said they can't figure out :P
Didn't make it to the end but had a lot of fun trying to get there ;-)
I didn't really get the feeling of power running down...
But nevertheless this is a really well done game, congrats!
Actually, I find the entry when I first try your game and I tried a few times but all got stuck on wall!
Then I think that may not be a secret room and just keep going!
However I try again today! After 4 tries, I finally get into it HAHAHAH!!! That's already cool to find a secret in a normal game and it's super awesome to find it in a compo!
@peachtreeoath Thanks! This is exactly why I added in the letters crushing the player if it spawns on top of the character. I wanted to punish reckless brute forcing and make players think before the go. And as a happy side effect of that, I had to put in less death traps which then made it feel so that more of the deaths were players own fault.
https://www.youtube.com/watch?v=CsqBPBihnpA
Thanks for being part of the stream :)
I like small details like the dead end with computer saying "Hi!". I'd rather remove the restriction on number of tries. And computer at the very beginning is a bit confusing: maybe it's better to replace its image with some arrow pointing off the cliff.
The ending is clever!
P.S. I made Mac OS build for my game, so if you still want to try it take a look at comments section. Thanks!
left and right arrows on the image.
The art is solid and nicely stylized. The music got a little repetitive after a while, but the game isn't that long so it didn't bother me. Decent sound effects.
The only two things that got to me were that my character sort of got half-stuck against objects sometimes - though that also saved my life a few times - and the letter controls were a little awkward at times. But that's kind of the core concept and just something I as a player should learn, really.
Great effort, I hope you continue work on it.
I'm impressed :thumbsup:
The minimalist graphics are awesome, but the music was a little repetitive. The player was too many lives. I guess than 2 or 3 per room is enough.
I wasn't really going for replayability. It's kinda hard to do that with a puzzle game. And I know it's short(ish) but I think it hits the sweet spot for a LD game. I wanted that majority of people playing it to be able to finish it (or at least reach the final puzzle). I'm also already working on **a post compo version of it and it currently has around 5 to 10 times the amount of content** of the original.
You are also correct on there being too many lives (at least for most of the rooms). I think the only room where anyone has ran out of lives is the room before the final puzzle. I'm actually most likely going to remove the whole limited lives mechanic for the post compo version...
Totally agree on the music bit. That is why I'm recruiting someone else to compose it for the future version of the game :)