KeyBound: A Journey of Reclamation


You’re a -KEY- inside a -KEYBOARD- which has lost its keys. Go on an adventure into the world of your keyboard, to reclaim ‘Space’ with the ‘Limited’ keys that still work, in order to fix your keyboard.

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STORY


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.

StatusIn development
PlatformsWindows, macOS, HTML5
Release date Oct 02, 2023
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorsAgrMayank, AKAmaestro
GenrePlatformer
Made withUnity
Tags2D, Ludum Dare, Ludum Dare 54, Neon, Pixel Art, Puzzle-Platformer, Retro, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller, Gamepad (any), Playstation controller
LinksLudum Dare, Homepage, YouTube

Download

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KeyBound (Mac).zip 43 MB
KeyBound (Win).zip 32 MB

Development log

Comments

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Good idea, and art style.

Not enjoy the level design.

I can shift out the wall....

Thanks for playing! The plan is to improve the mechanics especially the physics part for better controls down the line!

A very creative game overall, the sound design reminded me of "Bravery of the Coward" but with a happier vibe.

The game mechanics are interesting, the use is simple, but punctual with the proposal offered. The time system is great for Speedrun, my record was 39 seconds.

The art is a little inconsistent, normally in a pixel art game the same pixel resolution is maintained on the screen. In short, the pixel size must remain the same for all objects on the screen, making it easier to identify objects on the screen. If a larger pixel is needed, its resolution should be an exact multiple. This is a problem you notice by seeing how the objects look next to each other, on the other hand, I think they looked great separately.

I also liked the graphics. The colors oscillating on the screen add a great touch to the art as a whole, being vibrant and captivating.

The game's gameplay is fun, not perfect, with some small problems with jumping, but it managed to entertain me well enough for me to try and get through the level as quickly as possible several times.

I really liked this game, it manages to bring a creative and fun dynamic.

(+1)

Hi, so yeah, the Bravery of the Coward was a pretty dim & dark game, while this is the opposite - colourful and vibrant!

The levels are courtesy of @AKAMaestro. We planned to have a keyboard layout initially with multiple levels, but due to time constraints, we had to combine most of those into a single big level. Hopefully in the future builds :D

39 seconds is FAST!! Even we didn’t manage under 40 seconds lol!

Ah, I got what you mean. Yeah, the traps and keyboard elements were pretty different and we didn’t see that. Thanks for pointing this out!!

Yeah, the goal was to replicate the RGB of a keyboard via the colour strobing. I guess it succeeded :)

The plan is to add more levels where the other keys (num keys, Enter key and others) have a use, which can make for an interesting puzzle-platformer. Let’s see how that goes xD

Thanks for playing!