Unlock Everything by DDRKirbyISQ
DDRKirby(ISQ) proudly presents "Unlock Everything" -- a love letter to Mega Man, with a twist!
Start with nothing in this 2D platformer...not even the main menu, or the ability to move!

Take control of Libra on a quest to rediscover not only her powers but also her memory!

I've packed as much as I possibly could into this game...

WebGL (Post-Compo, v2.00 -- see notes): https://ddrkirby.com/games/unlock-everything/unlock-everything.html
Windows (Post-Compo, v2.00): https://ddrkirby.com/games/unlock-everything/unlockeverythingv200win.zip
OSX (Post-Compo, v2.00): https://ddrkirby.com/games/unlock-everything/unlockeverythingv200osx.zip
Linux (Post-Compo, v2.00): https://ddrkirby.com/games/unlock-everything/unlockeverythingv200linux.zip
Compo Version (v1.11 -- all platforms): https://ddrkirby.com/games/unlock-everything/compo-version/unlock-everything-compo.html
Soundtrack download: https://ddrkirbyisq.bandcamp.com/album/unlock-everything-original-soundtrack
Please note: We've had reports that the WebGL build occasionally softlocks with a black screen after death. I've put in some logic to hopefully fix this, but you may want to stick to the downloadable builds as a precaution. There's also an intermittent loading issue with Godot WebGL builds -- if it fails to start properly, try refreshing one or more times and retrying, or (better yet) use one of the downloadable builds. Sorry about that!
``` Controls: Move - Left Arrow and Right Arrow Jump - Shift, X, or Up Arrow Shoot - Z or Spacebar Confirm - [Jump] or [Shoot]
Controls (alternate): Move - A and D Jump - Shift or Period Shoot - Slash or Spacebar Confirm - [Jump] or [Shoot] ```
(Gamepad/AZERTY theoretically also supported, but untested)
=====
Credits:
- Some characters referenced from Capcom's "Mega Man" series
- Level 3 stage theme remixed from "Metal Man Stage" [Mega Man 2]
- Credits theme remixed from "Pass Word" [Mega Man 2]
In case you're wondering, these are all derivative works in line with the rules. None of the actual source assets were directly utilized in the creation of the derivatives.
Known Issues:
- (Sometimes) Issues with respawning that lead to a softlock black screen (WebGL only?)
- WebGL build sometimes fails to initialize
- A few enemy patterns don't line up as intended (not a big deal at all)
- Linux binary is missing the execute bit
=====
Changelog:
``` v2.00 (Post-Compo) - Decreased the health of cannons from 10 to 6 - Decreased the health of the path-based enemies from 5 to 4 - Added a different "tink" sound effect when shooting invincible spike traps - Implemented a terminal falling velocity limit - Add commonly-suggested "You unlocked the door" joke for level 2 - Unlocks are now saved across game sessions - Added a "Reset Game Data" option if you want to unlock everything again - Added new "Time Attack" mode for speedrunners: Time Attack mode skips all cutscenes and popups and enables an in-game timer display The timer ticks on each physics frame and pauses on screen/level transitions The current set of splits and total time will be displayed after each level - Added some "cheat codes" for speedrunners: Left + Right + Tab + 'T' on main menu unlocks Time Attack mode Left + Right + Tab + 'R' during Time Attack instantly exits to Time Attack menu
v1.11 (Compo) - Switch binding for spacebar to be shoot instead of jump - Slight tweaks to a screen in level 3
v1.10 - Added additional keybindings - Fix dropped shoot inputs before picking up autofire
v1.09 - Fixed a silly export mistake that caused level 2 to start on the wrong screen
v1.08 - Added some additional checks to try and prevent soft-locks - Adjust a screen in level 1 so you won't die immediately if you hold right on respawn - Fixed a bug where you can trigger the level 1 end multiple times - Delete a few pixels from the boss doors to indicate they're unlocked - Fix rare single pixel camera hitch on screen transition - Fix very minor tileset issues
v1.07 - Added some checks to try and prevent a rare soft-lock on death
v1.06 - Fixed a bug where sawblades would keep moving during transitions (and kill you) - Disable printing to stdout and stderr - Slightly adjusted metal blade speeds
v1.05 - Added song titles and liner notes to the jukebox screen - Use highlighted text to indicate what song is playing on the jukebox screen - Very minor tweak to one screen in level 3 - Toggled a setting that should make pixels slightly sharper on retina screens
v1.04 - Added a fix for screen transitions sometimes not triggering during screen shakes
v1.03 - Rebalanced the Metal Man fight a bunch to make it more forgiving but still not just brute-forcable
v1.02 - Fixed a funny bug where Metal Man's spinning blade could be left over
v1.01 - Removed a duplicated object that accidentally got left in - Added version number in the corner of the menu screen - Fixed being able to spam certain menu commands
v1.00 - First release! ```
Ratings
| Overall | 3th | 4.444⭐ | 180🧑⚖️ |
| Fun | 3th | 4.295⭐ | 180🧑⚖️ |
| Innovation | 228th | 3.33⭐ | 178🧑⚖️ |
| Theme | 11th | 4.385⭐ | 180🧑⚖️ |
| Graphics | 12th | 4.379⭐ | 180🧑⚖️ |
| Audio | 1th | 4.56⭐ | 178🧑⚖️ |
| Humor | 83th | 3.338⭐ | 166🧑⚖️ |
| Mood | 15th | 4.129⭐ | 176🧑⚖️ |
| Given | 33🗳️ | 55🗨️ |
really good work tho!
I gave up on the boss though. It's like starting megaman from the beginning and then choosing to fight the toughest boss with no equipment. When he started tossing multiple blades at once I gave up - I can't do bullet-hell style manoeuvres with a slow character on conveyor belts.
Excellent work.
Amazing job!
The boss doesn't telegraph his attacks very much, but the battle is still beatable.
First up, the upgrade mechanics. At first glance I had assumed it'd be a typical 'unlock everything' game that I see in LD from time to time. But you really made it interesting right off the bat by only having the "unlock right" happen, that was brilliant. Cuz then you place players in a 1-directional puzzle and you only focus on that. It wasn't gimmicky and I liked how woven into the gameplay it all was.
Secondly, the megaman-ness. This game is great. As a MM vet, the game is a bit on the easy side but the boss is tuned just right. Got him on first try but barely, since the blade speed is super fast. The pacing and difficulty felt to me like a modern take on the older MMs.
I've been following you for a bit now. This is your first compo game correct? If so, why'd you go solo and how was the experience? I say that cuz this LD was my first solo LD as well so it felt very different. Also, I've always wondered since you're clearly one of the best here at making awesome tunes. How long does it normally take you to crank out a theme?
This is not my first compo game actually! I've made 8 solo compo games for LD before -- see https://ddrkirby.com/games/games.html for the full list. [Ripple Runner](https://ddrkirby.com/games/ripple-runner/ripple-runner.html) in particular is my most famous work as it took 2nd place and got pretty popular.
I usually do the jam with my partner-in-crime but they are out of town this weekend so I decided to take the opportunity to do some old school mega man styled work! Doing the compo event is definitely very different, having a full 24 hours less means you really have to take things and run with it, but on the plus side, it's 33% less draining and it's easier to kind of just push through it....
With regards to music composition, I'm very very fast :) Most of my composition practice comes from doing [One Hour Compo](http://compo.thasauce.net/compos/view/OHC) every week, which really helped me practice getting into an efficient and speedy workflow over the years. So all of those songs are written in a single hour.
For a typical "polished" piece of music I would say I usually spend on the order of ~5 hours total -- usually 3-4 hours for the draft and then another 1-2 hours for finishing touches, balancing, tuning, etc. But it also varies a lot depending on how smoothly it's going.
For Ludum Dare I typically write songs very quickly -- each song will take 1 hour or less. For this particular game it was even faster than that since I already knew the instrumentation and style that I wanted to do, and I also limited myself as much as I could to composing in the 2A03 chiptune style (2 pulse channels only, etc). The songs themselves were pretty short too - often under 1 minute long. So the metal man remix, for example, only took **34 minutes** in its entirety to write.
Thanks for your writeup, and thanks for playing my game!
Yea solo vs group work is pretty interesting now that I've experienced it. On one hand with solo you don't have a lot of firepower so I had to cut out a lot of ideas early on cuz I knew I wouldn't be able to do it. But on the other hand I felt like I entered flow state way easier because I didn't have to discuss direction with 10 other people every hour.
I'm definitely envious of the music composing speed and it's really inspiring me to get that down too. I did some rounds of pixel dailies myself and I know that helped me whip up simple art quickly. I did love the tunes in this game, there were a bunch of recognizable motifs but still plenty that were all your own.
Thanks for all the insight, your work motivates me to keep working on my craft!
https://www.youtube.com/watch?v=8SwMFRRJto8
As with each of your entries, I love love love the soundtrack, it's incredible how much great music you produced in this short timespan. Hearing those tunes just makes me want to set out on a great adventure!
The visuals and gameplay are also on point. Jumping and getting 2-3 shots into an enemy felt as nostalgic as it gets.
The only minor downside is the kind of standard interpretation of the theme, but since the implementation of it all, including the unlock mechanic, is just so damn good it pretty much doesn't matter.
So, overall, I guess this will be one of the best games this LD, although it's only the second one I rated :)
PS: The difficulty of the boss fight felt just right to me.
https://www.youtube.com/watch?v=YWO4MUaTz7c
I've been doing One Hour Compo for many years so I'm well accustomed to writing music fast :)
I have some small concrete plans for a post-compo version, but I actually quite like how it wraps up at the moment, so it won't be that much more!
Thanks for playing
- The ideas are great (especially the auto movements at the beginning, i loved that)
- The graphics are greats
- The music is great
- Everything is great
Best entry so far, it will be hard to beat !
Nothing to complain about, it's just wonderful. You're amazing, congrats!
And by the way... Am I crazy or I heard the Dragon ball song in the middle of your music? "CHA-LA HEAD CHA-LA"
Soundtrack was jamming, gameplay was perfect, it felt very megaman. The gameplay was a perfect level of challenge to keep me engaged without being frustrated. I appreciated the reset function as well.
I hit a bug in the WebGL version where I got a black screen somewhere during the final stage and couldn't progress, but I downloaded the MacOS version and played it through again just fine.
Awesome work!
Also, somehow i managed to clear it!

Very well done!
I'm definitely looking for your future work! Keep the awesome games!
please continue development post-LD
The polish on the game is incredible
Amazing work, friend. AMAZING work!
Thank you for implementing the super informative jukebox! 'Face your destiny' is actually playing on repeat right now :notes:
the game is very good.
I spent an exelent moment
The "unlocking" doesn't really feel like unlocking though, more like normal progression in a platformer game.
The quality of this game is very high, great graphics, great control, nice music, good pacing and neat concept.
Now here's a few points of improvement.
- The game looks a bit too similar to Megaman.
- The gameplay isn't all that groundbreaking, even the idea of unlocking abilities.
- It's pretty pretty linear.
Other than that, good work. I'll share a Let's play video soon of this game.
Obviously amazing music and strong, stylistic visuals. Great job!
The final boss is just spot on difficult. Took me three attempts to find a strategy and win. Audio - awesome, visuals - awesome. I'm rooting for you.
And now if you'll excuse me, I'm going to play "Inflate me to the moon" again. (still got it on my phone)

Explicit Prompts, Careful progressive unlocking of features and design constraints of attainable controls ('Subroutines'). I was hoping there were further unlocks after beating boss (based on its cliff-hanger narrative.)
Quite a hefty boss fight, It's possible to beat the boss without attaining further upgrades (rapid, full-auto fire); I Was thinking if there were possible easter-egg to reach for the boss without attaining a buster cannon.
The game compelled me to give another play-through. My only gripe was the overall-width hitbox collision of Libra's Hair (one particular case was the introduction of timing to go past the 1st collapsible-spikes while running against a conveyor-belt).
Looking forward towards for an expansion of additional chapters, and perhaps more options down the line?:
- more palettes!
- achievements? (e.g. pacifist/'Asimov'-run?, no-hit, 1-hp, alternative endings based on particular order of acquired subroutines or hidden sub-routines from particular adversaries)
- remix or alternative-themes based from collectible subroutines or branch-able chain of events.
Nice touch on seeing you've added your notes on your chiptune soundtrack from the jukebox.
Kudos for forgiving same-screen respawns.
Solid! :dizzy:
I'm sitting here listening to the music while I write this, which isn't something I've done with any other LD game, I don't think, not even the one other game I rated 5 stars on Audio. The gameplay is good, too :stuck_out_tongue:
If I had _one_ tiny complaint, it's that you missed a golden opportunity with the "you unlocked x" jokes. You pick up a key and it says, "You unlocked: The Key to the Gate!". And then when you actually go down and _open_ the gate it doesn't say anything at all, and you know in your heart really _should_ have said, "You've unlocked: the gate!" :broken_heart:
Great work - love it.
Really great, amazing job. I don't do well with Megaman-esque games, so I couldn't get too far but this is still clearly one of the best entries for LD45 I've played yet.
Mega Man was a HUGE part of my childhood, and I've played the original NES-series through multiple times. So it's needless to say that my nostalgia-factor here is 5000%
But beyond that, you're clearly a master at your craft, and there's not much I can find in your entry to complain about. The fact that you've produced something like this in 48 hours is astonishing.
----
I'm VERY familiar with the original Megaman-series, so I can say that you've captured the "Blue Bomber's" spirit uncannily. And while I say this as a compliment, it comes with a tiny tidbit of criticism.
It's evident that your game is a pastiche of sorts (a love letter ♥), and you've gone to great lenghts of being faithful to the source-material you derive from. And one could say that perhaps a little too faithful.
Since the core-mechanics, music, graphics (and, well... everything) borrow heavily from MM, I was kind of hoping that there would've been more elements setting the game aside as "your own". The story ends at a cliffhanger (so I might be proven wrong later!), but so far it strongly suggests that it's also set in the same universe as MM.
While being a sweet thought and a reference, I was somewhat dissapointed that you chose to replicate the design of good old Metal-Man level (and it's theme), and make the player face him as the final boss. I guess a part of me was hoping for some original robot-master/a whole new entity to face off, so the ending left me with conflicting emotions.
---
But putting that aside, this is still amazing work, and I hope to see more stuff from you in the future.
I'll have to join @acronaut here with his request for an expanded edition with extra-palettes and what-nots. It would be awesome!
The gameplay itself isn't particularly innovative, though with it the game being specifically Megaman-inspired, I don't think innovation was the main focus here, anyway. Aside from that, it works pretty well; I didn't notice any jarring problems. I appreciate that the top of the Libra's head is excluded from the hitbox, so I could stand still one tile below a cannon without being affected by its forward attack. I like when a game has this kind of precision to it. The boss battle took me a few tries, but then I figured out that charging right at the boss with maybe some little dodges (or just taking the hit) worked well enough to win.
The story... well, there seem to be some questions asked, but no answers given, which is pretty dissatisfying. There better be some continuation to it; I hope this cliffhanger isn't just another of Megaman references.
The game has well-made pixel-art graphics, but we all know that DDRKibry's games are played mostly for their soundtrack (aren't they?). The game delivers; I guess my biggest complaint would be that I'd have the tracks to be longer, but I can see why it wouldn't happen within the tight Compo timeframe. I think my favourite track in terms of mood is Level 1, despite being pretty short (maybe that's why I'd like to have a bit more done with this theme).
Overall, a solid and neat platformer, though the conclusion (or rather lack thereof) is still pretty disappointing. ^^'
https://www.youtube.com/watch?v=MOKBzgJpw58
One hit from anything kills you, and you have a reduced rate of fire!
Top marks for Music , Theme and Overall!
Glad you had up for jump too - Shift glitches out on windows -

I made it to then end ! :smiley: Great music, nice to see the breakdown of the tracks,and what feeling was going for in each one. AGain, I dunno how you crammed this all into a 48h Compo!

I liked the graphics (and music of course). I liked that the player respawns at the start of each screen, so the game wasn't too hard.
The enemies could have used some feedback when taking damage, and some of the jumps were pretty tricky.
Comment to be continued.... (when the game is ^_^)
Enjoyed everything about it, Also kudos for not restarting the whole boss dialog and just letting me fight him after my first encounter.
Fantastic game!