Thalen & Zapadlo
So you’re a former locksmith who’s turned people into his new lock—cool. I’m building a game where the city itself is the lock, each street a keyhole and the subway a pick. Got any tips on making the urban maze feel like a real lock to crack?
Sure thing. Treat every building like a tiny lock, every zoning law like a keypad. Give players a map that’s actually a maze of legal loopholes – the “real” way to get somewhere is to find a forgotten ordinance, a stray dumpster, or a rogue elevator shaft. Make the subway a pick: it’s noisy, crowded, and every train line is a separate lock that you can jam if you know the right sequence of delays. Add a few dead ends that look promising but are just bureaucratic red herrings. Finally, let the city’s “lock” change with player actions – a broken bridge opens a new shortcut, a city council vote reopens a cul‑de‑sac. Keep it simple, keep it realistic, and keep the player guessing what’s the real key.