Solid submission. The concept is familiar and easy to understand. The puzzles did feel trivial after receiving the last tool as it came down to what is the fastest way to the flag rather than go through the key and lock sequences. It also turned into more of a memory game as it was faster to use up all of your tools to see where to go, memorize that path, and then die to refill tools. Lots of fun though and enjoyed playing all the way through.
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Haha yes, thats definitely a strategy, and I would love to hear about interesting "punishment for dying" mechanics that would not block the player from solving the puzzle. Perhaps a randomizer for the level would be good, and I do have a randomizer (although unused in the game), but the risk is of generating low-quality puzzles.
Thanks a lot for playing and for leaving a thoughtful comment!
I think the prevention to skipping the puzzle would to make levels more linear (one path to the end), however I think the player creativity allowed by breaking the puzzle allows for rewarding player creativity. I'm not quite sure though on the punishment for dying. If you solve or perfect that mechanic I'd say the game would be one of the best lock-and-key puzzle games out there :)
If you make a more procedural level design that is self consistent with your level design, you could make a really interesting "infinite mode" with the wave closing in and trying to get further every time!
Yes! I love when my playtesters broke sequence, since you have to be somewhat confident about it to devote a costly resource. My procedural generator is "almost good", but not yet at the standards I would love to have. I will definitely think more on if an "infinite" mode is possible. :)
Thanks again!