About tayl1r (twitter: @tayl1r)


Ludum Dare 37
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MiniLD #58
Ludum Dare 29
MiniLD 48
Ludum Dare 28
MiniLD 47
MiniLD 46
October Challenge 2013
Ludum Dare 26

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tayl1r's Archive

GTA, eat your heart out.

Posted by (twitter: @tayl1r)
Saturday, August 22nd, 2015 3:59 am

Path Test

I am the Monster. Goo goo g’joob.

Posted by (twitter: @tayl1r)
Saturday, August 22nd, 2015 2:50 am

Hello all, I just woke up ready to do some jamming! You Are The Monster, you say? Let me consult the ideas list.

Day and Night  [Round 1]
You are the Monster [Round 2]
I’ve always wanted to do a game based on Werewolves of London, but I’m not sure I could do it justice in two days. A more streamlined version, perhaps. Basic principles are you tail a mark through a fairly open environment during the day and then transform into a monster at night.

Mmhmm. Well, that’s perhaps a bit ambitious! I’ll play around with NavMeshes this morning to see the practicality, but truth be told I might have to go for something simpler.

I Have Created A List Of Game Ideas Covering Every Theme

Posted by (twitter: @tayl1r)
Wednesday, August 19th, 2015 7:55 am

Also, I’m in.

A Map Will Be Useful [Round 1]
Labyrinth [Round 1]
Maze/Dungeon Crawler that does not obey The Grid (ala Metroid II) and requires paper map. I think this game would make me a bad person.

Attraction [Round 1]
Magnets [Round 2]
Top-down game where you have a radius around you that attracts or repulses enemies based on its colour. You can switch your colour and attract/repulse rules with a button press. You need to place these enemies into colour coordinated containers to finish the level without getting clocked by them or other obstacles.

Balance of Power [Round 1]
Limited Capacity [Round 1]
Power Supply [Round 1]
Some kind of sci-fi game where you have to divert limited energy on your ship/mech to different areas (weapons, shields, scanners, etc). Rather than an action game where you’re flinching between allocating all the juice to your current task, maybe something more strategic and calculated where you’re planning these numbers for the upcoming problems. And then on turn two you warp into a sun anyway and have to restart.

Can’t Stop Moving  [Round 1]
Sandra Bullock has a crippling house moving disorder, but oh no, someone has wired a bomb into the speedometer of her removal van.

I’m not sure actually, as this has a lot of overlap with my MLD58 entry: New Super Pong. Before all this I’ll probably have wire a bomb into my own computer that explodes if I make an endless runner.

Chain Reaction  [Round 1]
This is Where We Die [Round 1]
Victory Requires Sacrifice [Round 2]
Destroying Yourself [Round 3]
Destroy to Create [Round 4]
Let’s face it, if one of these themes wins I’m probably going to make a game based on Every Extend. But not Every Extend Extra which was more of an elaborate screen saver.

I’m unhappy this recurring theme did not have the wording “Death Is Useful” because I missed that theme despite having a cool idea for it. It involved a Na’Vi-inspired Death sidekick who enthusiastically offered advice.

Chaos  [Round 1]
Obama chuckled. “You mean the Chaos Emeralds?”

Day and Night  [Round 1]
You are the Monster [Round 2]
I’ve always wanted to do a game based on Werewolves of London, but I’m not sure I could do it justice in two days. A more streamlined version, perhaps. Basic principles are you tail a mark through a fairly open environment during the day and then transform into a monster at night.

Deadline [Round 1]
Teleporting [Round 1]
Misplaced in Time [Round 3]
This is another theme I explored before with 7DFPS. Both Doppelgunner and Fire Escape are games where your gun either shoots you or a clone of you (that you can then control so effectively a teleporter). I think if I were to approach this again I would go with the idea of being able to teleport back to a location you were at a few seconds ago. If it was 2D the clone would just be visible, whereas as a FPS again it would probably have a picture-in-picture display. Lots of platforming that involves time.

The Deadline link is not strong.

Illusion of Choice [Round 1]
One of the games I grew up with was Monty on the Run. And while I love the game for several reasons, including the absolutely amazing Rob Hubbard soundtrack, one aspect that really has not stood the test of time is Monty’s Freedom Kit. At the start of the game you select a bunch of items that can help you overcome obstacles in your path and it’s trial and error to find the right ones.

And I know what you’re thinking… What a great thing to base a game on! Although I’m imagine a much smaller and more readable experience than reaching a dead-end with no feedback. Plus more interesting tools that have some appliance (ex: double jump power-up) – although these would be cut immediately for time reasons. This does have some overlap with my LD28 entry First Hour Superpower.

Wikipedia also tells me MotR had a Japanese sequel called Monty’s Great Heart-pounding Escape (モンティのドキドキ大脱走) where you play as Peter Sutcliffe.

Infection [Round 1]
Genetics [Round 2]
It Spreads! [Round 3]
Mutation [Round 3]
An arena shooter where your secondary fire “infects” a target. Each time an infected unit dies it attempts to transfer itself to other nearby units whenever possible and increases a counter. If multiple infections meet their counters add together.

While this serves as a score multiplier, one of the most exciting things in videogames, it has a gameplay function as well. Larger enemies are characterised by their ability to spawn zako enemies worth zero points, and are adorned with a number. Until you infect them with a counter over this number they cannot be damaged, but when they are they mutate into a boss form. Maybe a bit too similar to LD32’s Weapossession, but I think it could be a fun twist.

Lost in the Forest [Round 1]
Seasons [Round 1]
Abandoned [Round 2]
Dreamscape [Round 3]
Alone in the World [Round 4]
Strange World [Round 3]
Some kind of twee exploration game, although it should not be an environment without purpose. MLD48’s Last Word was one of the more fun Game Jams titles I’ve made, and I like the idea of exploring this environment to solve some kind of riddle without any major action components.

Swarm [Round 1]
Follow the Leader [Round 2]
Shmup where defeating enemies spawns a clone of your ship in their place. You move all these characters at the same time but only need one of them to be surviving to stay in the game. Swarm units cannot move on top of each other, which isn’t usually a problem as they move together, but stops herding them all into a gelatinous blob at the bottom corner of screen. Level format consists of zako enemy swarms and then stronger enemies with bullet patterns set for mass extinction.

The Power of Two [Round 1]
Puzzle game where numbers -16 to +16 fall from the top of the screen into a tiled grid. Upon locking they apply themselves to adjacent blocks and lock into a neutral colour. Multiples of 2 are also highlighted and lining up 3 of them causes them to cancel and apply their value to nearby blocks. Also blocks that fall during this will apply their value. This would probably be awful.

Unexpected Connections [Round 1]
Connections [Round 4]
I’ve always liked the idea of making a game with one of those gigantic book/show/anime relationship charts where the mechanic is you can break/add connections or change how each character feels about another to setup a different scenario. Perhaps for the benefit of a character in the game, or perhaps just as your own personal shipping device. However, this is all sorts of skills I don’t have like writing, and gets a bit creepy if you think about it for more than 5 minutes. I see this as more of a changing the world in a groundhog day setup mechanic, but maybe it could work as a detective game insead.

Beyond the Wall [Round 2]
Harvest [Round 2]
Shelter [Round 4]
Shipwrecked [Round 4]
A survival game where people from different backgrounds are forced together (Beyond the Wall fits because I imagine this referring to an exile rather than a GoT zombie-blocker). Personally not a huge fan of games like Rust and I don’t see you chopping down trees, etc. Probably more of a management game; Dwarf Fortress for idiots like me.

Curiosity [Round 2]
Chip away at a gigantic Peter Molyneux head made of cubes.

Expanding World [Round 2]
A World in the Skies [Round 2]
Islands [Round 2]
An exploration game that is perhaps a bit more action orientated than Lost in the Forest, et al. Would have a focus on radial progression and hopefully through new abilities rather than “keys” that let you expand the play space. Another take on the bottom two is to make an abstract 3D platformer across several floating islands.

Experiment [Round 2]
Imperfect Information [Round 4]
I made a game called Tower of Icarus for the Procedural Death Jam where you had several unidentified potions generated each attempt, that would permanently or temporarily raise or lower statistics. You could see which was which by drinking them, with potentially disastrous consequences, or try them on enemies first, with potentially disastrous consequences. As you go higher you need to make net gains or enemies will become impossible. It’s a nice idea but in practice it has some problems such as a lame-duck-unless-you’re-really-really-dedicated scenario on the final boss. I think focusing more on the potions than the Kid Icarus and allowing mixing, etc. could make for a fun game.

Hidden Information [Round 2]
Multiple Layers [Round 3]
I love games like Coup: The Resistance and Avalon, and yet this seems to be a genre of games that has yet to transition into videogames. You kind of have first person shooters where you backstab each other after a heist with guns, but nothing all about getting into the mind of your opponent. Although, having said all this, this is fundamentally a multiplayer game and not ideal for a Game Jam.

Little Things, Big Changes [Round 2]
Consequences [Round 3]
Parallel Dimension [Round 3]
Some kind of butterfly effect game where you can travel back and forth through time trying to get the right combination of events to trigger in the past. Would be hard to regulate and would need a clear vision.

No Enemies [Round 2]
It Was Not Supposed to Work Like That [Round 3]
No Combat [Round 3]
You are a highly decorated combat robot armed to the vents with all manner of delightful weaponry. However now the war is over you have no more purpose as a military death machine and have been moved into the public sector to help out with all sorts of menial tasks.

One Rule [Round 2]
Something’s Broken [Round 2]
Break the System [Round 4]
Platformer (probably) where each level/room/section has one customisable rule at the top of the screen. For instance “Gravity goes [Down] and has a force of [1G].” Modifying this rule is the key to success. For some of these this might be visually represented as glitching or hacking the game.

Planets [Round 2]
You are the remains of a marooned colony drifting through space. While none of the planets in this solar system are habitable you can send down drones to harvest them for resources while drawing power from the sun. You’re not really concerned with the gameplay of extracting these resources, and it’s more of an Incremental game where you end up with a Dyson Sphere wrapped around several industrialized planets.

I think thematically it might be fun to play with the idea you’re going through several generations of people whose only known experiences are this colony. Maybe there becomes this religious fascination with the Sun and individual planets, temples are erected to increase worker morale, etc. All hail our gaseous savior.

Size Matters [Round 2]
Subvert expectations by actually making a game about penises.

Artificial Intelligence [Round 3]
Indirect Control [Round 4]
This sounds like a fun theme for people who can actually code. For plebs like me without any actual skills this means incorporating this into more of a setting (cyberpunk supercomputer, etc). I really liked Joey/Ken in Beneath the Steel Sky and how you could plug his personality into other devices.

Asymmetric [Round 3]
This is a tricky one. I have an idea for a boardgame inspired game where pieces can choose to change themselves in a way that lock out from an opponent picking the same option… But this is a multiplayer game for a game jam. That’s kind of tricky.

Build Your Way Out [Round 3]
I think I’m going for the obvious one here, but a randomly generated 3D world where you must climb to the top of a megastructure and shift parts of it around to assist your climb. Add checkpoints and falling death so you don’t climb for 10 minutes then fall all the way to the bottom. I was looking to do something like this for SHARECART1000, inspired by BLAME! and ‎Tsutomu Nihei’s artwork of these impossibly big vast, oppressive yet awe-inspiring, environments. But it turns out I’m bad.

Death is Not the End [Round 3]
Castlevania inspired action platformer where Death retains his position as a mere midboss.

Revolution [Round 3]
Overthrow the government by arranging cogs. You play as a wheel.

Shadows [Round 3]
Growing Things [Round 4]
Little But Mighty [Round 4]
Puzzle platformer where your avatar switches between being a cute creature and a terrifying monster depending on whether they are in shadow or not. Puzzles revolve around controlling the light to make a path through the stage possible. Absolutely essentially it starts in an empty room with a flickering light before the exit.

Stick Together [Round 3]
Two Elements [Round 4]
Companion [Round 4]
Work Together [Round 4]
Some potential overlap with the above. Game with two characters that have complementary but different abilities. You can either swap between them or attempt to control at the same time despite their differences.

Unusual Movement [Round 3]
You know in Bomberman when you collect the power up that reverses your controls? Or the confusion status in Persona 4 Arena that means you have to block by holding forwards, but then it runs out halfway through a blockstring? Yeah. Not that.

You are Not Supposed to Be Here [Round 3]
First person shooter/explorer with a No Clip function built into the game mechanics and scenario. Levels (whether linear or working through load zones) would have to be relatively small, and there will be some rules like while travelling outside the world you cannot travel in the y-axis – so there’s some semblance of control and structure. Visually would be nice to have some kind of glitchy effects for when you’re out of bounds.

Everyday Hazards [Round 4]
I’m really at a blank on this one. I’ve been thinking of two ideas but I don’t think I should to either of them (for different reasons). The first is some terrible Pepsiman endless runner, the second is about the difference in “everyday hazards” of, for instance, someone living in London and the Congo. This might be something someone should do, but not me, and probably not rushed out in two days.

Hallucination [Round 4]
First person shooter where looking at enemies affects your sanity. As your sanity slips away you start seeing things that aren’t there (doors, health packs, enemies, etc) and, outside of the hallucination theme, you could become generally less effective. Would probably function better in a scenario with radial progression with a small number of enemies rather than an arcade shooting gallery where you burn through content.

Mind Control [Round 4]
Stealth game where you modify guard behaviour in order to progress. Rather than just taking direct control of guards and making them jump off cliffs to their doom, you can bring up a list of instructions they use for their AI (patrol paths mostly) and tinker with them. Kind of like playing with the Gambit system in FFXII.

Perspective [Round 4]
Travelling convoy made of several different characters. Occasionally the convoy has to make decisions which can benefit or harm its chances of survival with quite clear chances on each outcome. However, the convoy is also made of people and each person requires different resources and has different opinions for each decision you will make. When members get too unhappy with the decisions being made they will leave or disrupt proceedings, but you will also get to boot and recruit new members every now and then as an event. Survival of the convoy is your objective, but this will mean balancing this with everyone’s wants and needs. I imagine this will have a fantasy setting for some more interesting obstacles…

Playing Both Sides [Round 4]
While I don’t think I could create an RTS in the time frame, this could be some kind of wargame where you have a number of secret agents. These allow you to control aspects of the enemy faction as if they’re your own, perhaps to a limited capacity unless they declare themselves to be spies and revert over to your side properly.

Reflection [Round 4]
Your character sits silently on a park bench looking over a pond. Minimalist piano music is playing.

Pluto’s Heart [Round 4]
Does Klefki mean Game Freak are out of ideas or just getting started?

You are Being Hunted [Round 4]
Pretty sure this is already a game.


Posted by (twitter: @tayl1r)
Sunday, April 19th, 2015 4:01 pm

This has been a bit of a rocky Ludum Dare for me! I’ve completed two Game Jam games around the “Unconventional Weapon” theme before with Doppelgunner (where you fire clones of yourself) and Fire Escape (where you have a teleportation gun), so I wanted to go for a completely different angle. My first attempt was going to be a game where a demon was using a cat to create road accidents by having them run out in front of skittish drivers, hopefully resulting in “Simulator” style physics hilarity, however I wasn’t getting very far with this because coding is not my forte, and I ultimately dropped it for Weapossession.


This is an arena shooter where you cannot shoot the enemies directly. Rather you possess them and have them collide into each other, but still die if anyone touches your original body. Eventually larger enemies show up that cannot be possessed and take multiple collisions from ‘friendly’ units. It feels a bit similar to other games I’ve made, but I think it’s a cool concept at least.

New Super Pong: Complete

Posted by (twitter: @tayl1r)
Friday, March 27th, 2015 12:01 pm


I’ve finished my entry for this MLD. It’s a single button platformer where your character automatically runs and bounces off surfaces. More features are introduced as you go such as wall jumping, toggle blocks, pong paddles, etc. It can get a bit tricky near the end but I believe in you.

Development Build?

Posted by (twitter: @tayl1r)
Wednesday, March 25th, 2015 3:44 pm

My game for the Mini-Ludum Dare is pretty much done now and I just uploaded it to itch.io. However, in the Unity 5 web player I’m getting “Development Build” scrawled along the bottom right of the screen despite this clearly being unchecked in the build settings.


Also, ticking it deliberately and re-exporting it increases the file size, which would suggest Unity knows this is unchecked but doesn’t much care. Some people are mentioning it on the Internets, but the solutions of delete your editor preferences or rebuild in release do not actually work for me. This is a shame because it makes everything look really low-rent.

The Windows build is fine, but I don’t want to just release a binary…


Any ideas?


Posted by (twitter: @tayl1r)
Sunday, March 22nd, 2015 8:20 am

I’ve gone with a one-button platformer (sorry). Your character only changes direction when they collide with something and you control when they jump.

Right now most of the “core” is done. I need a little more content and some kind of start and end screen. Oh, and a name.

Not sure if I’ll use this music in the final version but, to give credit, it’s by Snabisch.


Posted by (twitter: @tayl1r)
Monday, August 18th, 2014 6:09 pm

ludum dare

Ludum Dare Results

Posted by (twitter: @tayl1r)
Tuesday, May 20th, 2014 12:12 am

Yay for actually placing this time. CHART

Sword and Shovely

Posted by (twitter: @tayl1r)
Sunday, May 4th, 2014 8:35 am

Hello, I made a little gameplay video of my entry.

Sword and Shovelry

Posted by (twitter: @tayl1r)
Thursday, May 1st, 2014 4:49 am

Sword and Shovelry is based on the shovel and Secret Seashells in Link’s Awakening.


One button attacks, swinging a sword in the Zelda style with the down-right dead zone, and the other digs the ground. Seashells are hidden beneath the surface and their locations can be found using the guides at the side of the screen. Once you have collected all 3 you can kill the enemies, instead of knocking them back, and doing so advances to the next stage.

What Went Right

I think visually it’s the best game jam title I have made, I don’t consider myself an artist and usually I make quite abstract characters or obscure everything with particles and bloom. The art clearly uses the art of Zelda and Final Fantasy as more of a direct reference than an inspiration, but nothing was copied directly and I think the mash-up works.

The arrow mechanic adds an interesting dynamic to the gameplay where overlapping arrows coincidentally point at false dig points. It’s not a puzzle, it’s still trial and error, but it does give you an evolving plan of what tiles to check.

It’s web-based. My last full Ludum Dare entry, First Hour Superpower, was not rated and while this might still happen to Sword and Shovelry I definitely think it has the advantage of being immediately playable. Many of the people playing games are doing it for mutual benefit and they want something they can jump into, not mess around with downloading binaries and redistributables.

What Went Wrong

The biggest problem, and the point most raised in the comments, is the collision. When I was first constructing the levels I imagined Zelda-style trees that took up the whole of the tiles they occupied, but when I drew my own trees I kept this collision rather than updating it to the more white-space tree I had drawn. Changing the collision might have ‘broken’ the Zelda rules but would have played much better… although it would also lead me with little grooves along the sides so I would need different art for the border.

The other big problem is that enemies collide with each other, otherwise they would form a gelatinous blob the moment you kited them together, which isn’t hard when they don’t know walls exist. However this is also true while taking damage and they often end up blocking each other during the knockback part of taking damage.

I also don’t check if a unit is taking damage when deciding to injure the player, or allow the player to run through enemies while invincible, which would have made things much less annoying.

A big problem from a design PoV was the arrows. I think the arrow mechanic works great… once people know about it. Many people seem to have not  related the two and it is never highlighted by the game itself.

Cut Features

Of course in a Game Jam you quickly start cut down your original, seemingly modest idea. Here are some of the features I remember abandoning.

  • Destroyable collision blockers (plants).
  • Random objects to appear from other tiles.
    • Power Ups
    • Additional enemies
    • Junk items
  • Enemies were not invincible and respawned. Collecting all the Seashells stopped this and summoned a Big Bad.
  • More movement in the scene.
    • Animated flowers and water
    • Ambient creatures,
  • More varied backgrounds
  • More enemy types including those with projectiles
  • Enemy path finding
  • Player character fired projectiles if still full health after collecting seashells.
  • Tutorial level
  • Different numbers of seashells per level.

Generally I’m happy with how Sword and Shovelry worked out. That weekend I was also finishing up packing to move house, so I’m happy I found the time to finish it.

Sword and Shovelry

Posted by (twitter: @tayl1r)
Sunday, April 27th, 2014 11:01 am

I’ve just finished Sword and Shovelry, which is based around the Zelda shovel mechanic where you dig up every single tile in the Overworld looking for about two items. “Hidden” in each level are three seashells, although their locations are hinted at with arrows at the sides of the screen, and until you uncover them you cannot damage enemies. It’s short and hopefully sweet.

Zelda? Never heard of him.


Last Word: Finished

Posted by (twitter: @tayl1r)
Sunday, January 12th, 2014 2:23 pm

Hurray! I finished Last Word


In addition to the standard platforming mechanics you can use the number keys to speak and this is your main way of interacting with the world. I’ve sent it around to a few people already and it seems a lot more polarising than my other gamejam stuffs. I don’t mind that, though.

Last Word Day 1

Posted by (twitter: @tayl1r)
Saturday, January 11th, 2014 6:45 pm


Last Word

Posted by (twitter: @tayl1r)
Saturday, January 11th, 2014 6:01 am


I have an idea for this Mini-Ludum Dare that progressively got further away from the themes the more it rolled around my brain. They will still be incorporated into the setting but I was hoping to use the themes mechanically as well. I guess it doesn’t matter too much for a Mini-Ludum Dare and, hey, the theme didn’t seem to matter much in LD28 either (oh snap, did he go there).

Because background noise and shaky hand-cam are the best way to present stuff I have made a Vine of my progress so far. Right now I have all the player character mechanics in, but everything they interact with and the world itself is very much a work in progress.

First Hour Superpower Post-Mortem Lite

Posted by (twitter: @tayl1r)
Saturday, December 21st, 2013 6:37 am

This year was the first time I had attempted a Game Jam and I enjoyed it so much I entered a few more (123456). I’ve slowly progressed from using C#/XNA to Unity as it has a much faster turnaround for tens of pretty obvious reasons. FHS is playable here. Alternatively here is a video of it being completed.

Inital Design

The deal in FHS is you have a little tutorial section at the start introducing you to various special powers like a double jump, but then you can only select one to carry through to the main platforming section. A lot of the design was inspired by Monty on the Run, an old platformer I originally played on the Amstrad 464 (but was available on pretty much everything), probably most known for its amazing Rob Hubbard BGM. At the start you put together a “survival pack” of items, which are essentially keys and if you have the wrong ones the game is unwinnable. While a bit of a rubbish mechanic in Monty (although I do have much love for the game overall) it served as a good base for a You Only Get One idea. My enemies being gigantic angry mugs was also a nod of acknowledgement back to Monty.

Design Changes

The biggest change from the initial design to what I finished with is the number of powers. This was the full range of abilities I was initially going to try and implement:

Power Ups

Double Jump, Jetpack, Air Dash, Swim
Sink, Ladder, Shoot, Weight.

Of these I actually decided to only implement four: Double Jump, Air Dash, Weight (different mechanic), Sink (using the Swim icon) and I’m really glad I cut this down. Not only because it vastly reduced the amount of work I would have to do, but because it let me target the level design more specifically at certain powers rather than something mostly generic and catch-all with little bits of “oh, this is easier with power X” which would be less interesting than paths like going up from the start to 3-screen a double-jump specific section. Also, it let me select the extremities and not worry if one power was going to be viewed as a less effective version of another (e.g. sink vs. swim). If I could choose a fifth I think it would be ladder, which was just going to create a vertical stack of one-way platforms,  as that’s another pretty unique mechanic  you could create bespoke platforming for.

Another big change was the amount of enemies and scope of the level design which all fell drastically as the deadline loomed. I think the level I have is pretty cool, has that Jet Set Willy sense of exploration to it perhaps, but it certainly could’ve been much bigger.



I really like some of the features introduced with Unity2D but their tutorial does some really suspect things with input checks in Fixed Update (don’t do this you’ll drop inputs), circle colliders for a 2d character, only checking the ground in one place, etc. I went in a bit overzealous, in hindsight needlessly so, and because I’m a pretty green/terrible coder I reinvented the wheel a lot, which is kind of the opposite of what you want to do in an event like Ludum Dare. O ye of little faith.

Also, the way I handle levels is pretty stupid with an object per tile read in from a text-file. I was definitely going for speed rather than efficiency and I don’t currently know of a good tile solution that uses Unity’s new 2D stuff. Because it’s an external file the web player does not like it and, while I tried getting the web player to behave for a little while messing with the www class, in the end I realised I could be playing with this all day and I had a game to make. My last full Ludum Dare game was also executable only so maybe it’s not the end of the world, but it is pretty silly for me to not have a web version available.

Finally, most people who play my game immediately ask “what happens if I go through all the exits?” Nothing. Nothing happens. :(

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