๐Ÿšช Gilbert and the Doors

0 PLAYS Platformer
Twenty-two rooms. Every door wants a key. Every key is somewhere rude.
Controls:
Left / Right: Move
X: Jump
C: Place a bomb
Enter: Open the door
Esc: Main menu

Run through the stage and collect every key along the way.
Jump across platforms, avoid pits, and explore the level to make sure you don't miss any keys.
You must collect every key from the beginning to the end of the stage.

Some keys are hidden behind breakable wall tiles.
Use bombs to destroy these walls and reach the keys behind them.
Be careful when placing a bomb โ€” move away before it explodes.

After collecting all the keys, continue to the end of the stage.
When you reach the final door, press Enter to open it and clear the level.
If even one key is missing, the door will not open.

Tip: Keep track of the keys you pass. If the final door won't open, go back and find the key you missed!
Gilbert and the Doors is a small side-scroller with a large stubbornness. Twenty-two rooms, each with an exit that will not open until every key on the map is in your pocket. The door is never the puzzle. The missing key is. It is over a pit, under a ledge, or behind a wall that looks load-bearing until you teach it otherwise.

Walking and jumping would be enough if the rooms were polite. They are not. Breakable tiles sit in the way of the last key, and bombs are how you speak to them. Pick one up, stand a safe step back, press C, and let the blast eat the cheap masonry. Too close and you learn the radius. Too far and you waste the only charge the room intended to give you.

Daniel Champagne built this as a compact SDL adventure: meadows, underworlds, a few rooms that feel like they were drawn to spite your first route. Music changes when the dirt does. There is no long speech. Gilbert arrives, the door waits, and the keys refuse to sit in a line.

The pleasure is the moment you stop rushing the exit and start cataloguing the room. One key you can see. One you can hear in your head because a dead-end wall is a little too clean. Enter at the door only when the count is honest. Until then you are not late. You are still shopping.
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