@@auburnforest7267 Why would she go into a locker in the middle of nowhere then? The locker key opened it, so it's not a coffin. ...At least not a usual one.
An interesting concept... That's what I love about your channel. No commentary, strange games and the quiet to take it all in. I'm curious what this game is trying to tell us with the keys...
If you use the wrong key it breaks off and becomes unusable. The other girls are presumably what happens when you run out of keys and select 'become a key'.
when you run out of keys, the only option is to "Become the key". And considering other girls have giant ass key growing from their body, I guess they ran out of keys too and "became the key". You get shocked when using the wrong key and it gets taken away from you. My guess is that keys are a metaphor to skills, opportunities. When you don't realize them and sacrifice them to something unneeded, you lose them. When you out of all keys, you become the key, become just a "tool" to someone. That's why you're in an office, because people there hate their job, wasted all their potential. These key girls really chase you only to take your keys away, restore what they once lost. Getting shocked is also metaphor for hating what you do, just much less severe. I have no idea about the casket at the end though.
Maybe it means that it doesn't matter if you are talented or talentless, rich or poor, successful or pure failure, you'll end up like everyone, because no one can avoid death.
I like the implication that when you get the key wrong, you both lose the key then use yourself to open the door, and if you do this too often, you just become a key permanently.
The concept is cool as hell and the execution is fantastic. If this is what they did in 4 days, I’d love to see what a full fledged game would look like.
This is a really cool game concept but I already have nightmares of cycling through a key ring while something chases me, I didn’t need fuel to the fire
imagine going out in public and a girl passes you and you just hear *clink clink clonk* as she takes a key off her neck and unlocks the door with 18 different keyholes
It seems like the only way to be successful is to play through more than once, so you can remember which doors lead where. Like, assuming that door was a balcony was a shot in the dark. Also at the end, how is it the locker key?
@@ShinyShilla I'm not 100% sure, but I feel like the colors on the map don't match the colors on the keys. Using the map is in fact helpful, but it would be nice if there were one of those boxes to the side that tells you what everything is. Like a map key. Wait...
I like the idea but there's not enough there for it to be interesting. Keeping things too vague leaves you unsure of what happened or how to interpret it and lessens any potential impact for the wham scenes. The ending is clearly some kind of metaphor for death but with so little to go on it can't manage to say anything about it, or what it does say is indecipherable, which for the audience is functionally the same thing - you just forget about it since there aren't any details to remember. I could tell that **something** was happening, but there was no emotional investment since I couldn't tell what. The protagonist is clearly in pain when a mistake is made, but that's not enough to connect you to a character. Really wish the developer had expanded the information given just a little. A little bit of information is much scarier than none at all.
Memento Mori yea, well I thought that was going to happen as a consequence for something, not a straight off the bat “You’re a keychain, live with it” sort of thing.
The key shown to you at the beginning is revealed to be the exit key. You wake up outside of a strange building and the first thing that comes to mind is to grab the keys lying around. From the looks of it, it has been worn down by time, suggesting a near-futuristic setting. When you try to unlock the doors with the wrong key, though, they are ripped out of your head with a skull-breaking sound. Eventually, you spot another child... But something is definitely wrong. They have a giant key for a body and they chase you around. You try to escape with your last key, but you get trapped in a room without any keys to open the door out. The only thing you can do is choose "Become A Key." Later, you find more of these things lurking around the facility. People who have lost themselves and people who also "became keys". You find more keys and finally, you find the exit. Then you find yourself in a small graveyard with no doors out. If you try to use a key, you die in that graveyard, suggesting the coffin in the middle of the graveyard is yours. That's Ending One. Restart and you are back in the first room, all progress reset. Now that you know the doors, you go around with ease. Then, you find this. A balcony. You're breathing your first breaths of fresh air in a long time. But the world around you isn't exactly "a breath of fresh air". It's a post-apocalyptic landscape, buildings destroyed. The surrounding landscape looks like a bunch of plateaus, suggesting you're in somewhere like Nevada or something. But that doesn't matter. You still need to get out of here somehow. You use a key... And something happens. You're in a room, presumably your room, and it's nighttime. Like you started sleepwalking and you woke up. You treat it as just another room. You go somewhere else. Somewhere like the exit. You finally get out. You're nowhere, but you're out. Back in the graveyard. Your final destination. You realize the coffin is actually a door. How? Because it opens. Ending Two.
The main mechanic of this game is that the key you put leads to where you want to go, but only stays if that is in fact the door to that room. So not all the doors have the same key for getting in and out.
@@Loamsoft It's perfectly reasonable to comment on it. It's a game about keys and locks, something we're very familiar with in our lives yet it doesn't function at all the same way it does in real life. Pointing out that the same doorknob has two different locks on each side is actually the least ridiculous thing about this. Far more ridiculous is the fact that the protagonist has to constantly re-use her key to get through the same door. Wouldn't they just be unlocked now? But these are just funny observations and not really criticisms of the game, since, y'know... "It's just a game" is actually a valid response for such a criticism, if genuinely made.
@@mengo329 What? You expect to get an absolutely perfect run at every game in a first play-through? If so then just read a guide before playing the game.
This game has a really interesting concept, but for what it is now, is kinda of a guessing/trial-and-error game cuz the map doesn't help much, i'll tell you that. And some of the key uses doesn't even make that much sense, like for example when Alpha Beta Gamer here used the exit key on the balcony, taking them to a bedroom of sorts, and to get back, they used the balcony key, which took them directly to the corridor. What the hell was that?? I wouldn't even consider you could use a key on the balcony, more over the balcony key to get back. For me, that was a teletransport of sorts and behind that bedroom door, there was a corridor, I don't know. Maybe it doesn't make a difference some times... and that is confusing.
3:51 - How are you supposed to know that's the "relax" room? There's no hint for it like there is for the kitchen. Did the player just guess here and get lucky? If that's part of the game's mechanics I dunno if I like that.
Replayability and memorization I believe is the key to the game (pun intended). It's short game with a small map. Sometimes you're meant to go through rooms using the wrong key so that you see what's inside. Once you've done that, you'll have an idea the next playthrough on what key is supposed to fit the door.
@@SadFace201 Replayability? Is it only replayable because of the memorization requirement or because there are interesting things to see on multiple playthroughs?
@@DJFlare84 Ah, in that case replayability is not the right term for it. It's more of the former than the latter. You're meant to play the game over and over again by using the wrong keys to figure out which room is which. The only interesting thing I believe is the 2nd ending.
@@prooamix Yes, there is a map in the first corridor. It helps a lot if you're good at remembering the rooms on the map. I'm the type of player that plans out my routes by looking at the map and planning out which keys I think would be safe to break (eg. If I've already explored the kitchen, then I will use the kitchen key to break into another room).
if you haven't noticed, when the player runs out of keys you're given the option to become a key. so, the girl who's chasing you must've went through the same fate, becoming a key monster like thing idk lol
@@seriousnorbo3838 i can only assume it's chasing her because it is now a key, and keys go on keychains. Either that or it wishes it had more keys and wants to take them from her. I also assume it would just be an instant game over, or that a key would be broken every time the character is touched
@@Likethisimage Distorted, muffled crying, like the key monster's lungs and throat are so altered that breathing itself is a chore and all it can do it reach forward
This would work even better in a haunted mansion environment. Like Atari's Haunted House game. You could find rooms where you need matches to see, and various ghosts/spiders/monsters to escape from. Add a spookier environment with a few more surprises like dark rooms and monsters... and you have yourself a marvelous game. As is is, this is a very cool game.
@@AlphaBetaGamer yeah, that makes sense. When I saw the rest of the video, I was obvious it wasn't a blind playthrough. How did you open the door/locker at the graveyard? Did you use the lockers key? I saw another playthrough where it opened on its own.
Uses the bathroom key to go to the bathroom, then the kitchen key to go back to the kitchen. But it's the exact same door. Wouldn't it use the same key?
Though I don't like how some of the key uses are just a random guess I think this game is actually a great idea. A good puzzle game that forces you to use your better judgement and take things slow in order to get out.
So, it didn't matter which key you put at the end? You were just supposed to have all of them, and any would do to get the true end? Also, the balcony part was pretty weird. Wonder what that was all about.
finally, no more jokes in the beginning of the vid back to good ol' times... let's keep it this way! edit: bruh i just realized this actually is an older vid lmao, so sad now...