KeyBound by AgrMayank
KeyBound: A Journey of Reclamation

One day, a groundbreaking experiment sought to unravel the secrets of 'Space,' a powerful cosmic force that defied conventional understanding. Yet, the experiment went awry, unleashing a surge of energy that transported an unassuming 'Space' Key into this enigmatic realm.
To mend the fractured keyboard, you must collect the scattered keys, each of which restores a piece of efficient keyboard logic back to the realm. With every key collected, the Spacebar Key inches closer to unlocking the ultimate power of 'Space' and restoring harmony to this limited but vital keyboard space.
| Link | https://agrmayank.itch.io/keybound |
| Original URL | https://ldjam.com/events/ludum-dare/54/keybound |
Ratings
| Overall | 495th | 3.645⭐ | 33🧑⚖️ |
| Fun | 443th | 3.581⭐ | 33🧑⚖️ |
| Innovation | 326th | 3.645⭐ | 33🧑⚖️ |
| Theme | 686th | 3.468⭐ | 33🧑⚖️ |
| Humor | 426th | 3.192⭐ | 28🧑⚖️ |
| Mood | 377th | 3.75⭐ | 32🧑⚖️ |
| Given | 19🗳️ | 31🗨️ |
It has some very good stuff, and stuff I'm less a fan of. The graphics, especially texts and post processing are great (post process could have been toned down a tad tho). The idea is really cool, and displaying the keys at the bottom is very helpfull and adds to the overall look. Finding new keys is super fun.
The platforming and level design are fine and do the job. But not as good as the rest, so here is what I noticed. There is friction while jumping, so you slow down against walls (a physic mat with friction 0 would solve this). If you land while holding the jump key, it jumps again immediately. Imo you should only jump on the key press down (GetButtonDown instead of GetButton). There is a bunch of stuff that kills/deal heavy damages that isn't super visible, I died a few times without even seing what killed me.
In any case, it's a great game overall. Congrats!
The soundtrack is awesome, big fan.
Graphism are also neat, but you really put too much neon effect.
For the gameplay, well is pretty simple and short. But there is nothing particulary original to get a wow effect.
But congrats publishing on your first ludum dare it's quite an achievement on it's own.
- Artstyle is cute, but maybe too much post-fx :)
- Pun about space
- Music is cool
What I didn't like:
- Music was to loud and I couldn't turn it down inside the game :(
- Platforming in the right part of the screen is very frustrating, when there's a ladder of sort
nice work
- The style we were going for was a retro one with the constant colour changes representing the **'KEYBOARD' RGB lights** (_since you're a key inside the keyboard_).
We might have gone a _little_ overboard with it :sweat_smile: @henrik-ganard @juhani-koskinen @yorsh @sacramentix @kiberptah
- Some traps were hard to notice while "inactive" since they blended in with the background. We plan to fix this issue going forward after the jam. The same goes for the platforming issues on the rightmost side which some may have found to be a bit difficult. @fredspipa @adamsmccall @kiberptah
Thanks for the great feedback @yorsh on what went wrong and how to fix those. Highly appreciated!
- A BIG Thanks to those who played the game. Hope you found the interpretation of the theme fun!
@garyninja @henrik-ganard @halvardo13 @yorsh @adamsmccall @jcmonkey @kiberptah @robobarbie
*(**For context:** You're a key inside a keyboard which has lost it's keys. You need to find the 'Space' key to restore balance to the limited world of the keyboard. As you collect them, you'll be able to use those keys to complete the rest of the puzzle)*
The future plan is to add more keys to either make it a puzzle-platformer or make it into a metroidvania as @adamsmccall suggested. Until then, have fun :smile_cat:

Very cool / interesting concept! I loved the retro-style lighting, the music fit very well (good pick!). Controls were very responsive, but I do think the platforming controller itself could use some work (especially the getting stuck on walls was really painful haha - are you using the in-engine physics system for this?)
What frustrated me a little bit was the quick-paced feel of the game, with the timer inviting me to speedrun it- but then there's a massive chunk of text on the middle of my screen, while the timer is running, that I either have to click way (leaving me with only one hand ready on my keyboard to speedrun the game) OR play with the text up. Even with that though, I did have a fun experience grinding the game for a little bit! Might get back later to try and get to 24 or maybe even 23 :D
@enderswype That's awesome!! I guess that's the fastest by a long shot which any player has gotten!
@fifut Thanks! Yeah, the traps when inactive blend with the environment so are not that visible unfortunately :(
Even I can't do 39 secs lol :laughing:
Yeah, the platforms especially the walls on the right were a tad difficult since they didn't work as we had expected. Yeah I used the Unity physics for this game. I didn't change much of the parameters apart from the gravity so that needs some improvement. Maybe adding a physics material to the walls should fix that issue.
Oops!! Thanks for pointing that out!!! It seems I've started the timer since start instead of when text ends :grimacing: Definitely needs a fix. It does slow the speed-run in an otherwise fast-paced game.
Kudos to you for achieving 25 secs with that! I took 2x that on average lol while play-testing. Good luck with beating your own score :D
_(Thinking if sub-20 seconds is possible.._ :stuck_out_tongue:)
As for the wall friction, I'm not sure if it's something you've done already, but you could try adding a physics 2d material with 0 friction on the player's collision box- the default physics material on a 2d collider has like 0.4 friction which is what gets you stuck on walls. Perhaps this helps!

I think you could have done more with the map design and play around more with that the character can do without all of the movement keys. You're kind of forced to go a specific path to get the keys and don't spend much time limited by what you don't have.
Very great entry, I'd love to see this expanded upon.
Yeah, that's the plan. I'm just waiting for the jam to end so I can publish those fixes (not sure if fixing the bugs is allowed for Ludum Dare or not). Thanks again for the advice!
@gamedevjeroen Damn, that's FAST!! After seeing these score, I'm starting to think it's just me who sucks at platformers, lol :grin:
@dan-burns @braeden @woergbi Glad you loved the aesthetics of the game xD
The plan is to expand it into a much bigger game. You'll gradually get the keys with more intricate puzzle-platforming instead of everything in one level. Other keys (looking at you, the number keys) will be introduced as well. Maybe a metroidvania-style would suit this game better! Let's see how it spans out!
The mechanics of the game are very creative.
Well done!
@johnsensei
1 - It seems I missed adding the controls part on the LDJam page (it was only updated on itch.io). We did add that into the story along with a blink animation to the keys, but I guess that could be improved as well.
2 - So those deaths are happening due to the traps. Right now they're matching with the environment when inactive (spikes & flame traps) so they're not easily visible. This is planned to be fixed in a later update so it should be a better experience down the line.
Thanks for the feedbacks! Appreciate it :)