GRIDLOCKED by bradleypollard


GRIDLOCKED is a stylistic puzzle game. The goal of the game is connect manipulate numbers provided by the 'Inputs' around the outside of a grid so that they link up with a series of changing 'Outputs' found inside white boxes.
Using several types of 'Gate', it is possible to add, subtract, multiply or divide inputs together, as well us using splitters or incrementers to change the value of the number directly.
Learn the ropes with one of the provided levels and then try 'Endless Mode' to see how many waves you can complete before running out of time or space.
Goal:
The goal of each level is provide the 'Outputs' (Numbers in Boxes) with the value printed on them. Use the wire tool to connect 'Inputs' and 'Gates' to the Outputs.
Controls:
The game is controlled entirely with the mouse.
'Gates' can be dragged from the toolbar on the left onto the grid:
LMB - Drag Gates
RMB (while dragging) - Rotate
Clicking the Wire Mode button with enable / disable the mode. To connect two objects with wires simply hold the LMB over an 'Input' or 'Gate' and drag the mouse to the thing you want to connect it to.
Authors:
Bollard - Design, Programming
Robo_Chiz - Art, Design, Programming
Software used: Unity, Adobe Photoshop
Screenshots:

| HTML5 (web) | https://bollard.itch.io/gridlocked |
| Windows | https://bollard.itch.io/gridlocked |
| Linux | https://bollard.itch.io/gridlocked |
| Original URL | https://ldjam.com/events/ludum-dare/42/gridlocked |
Ratings
| Overall | 503th | 3.468⭐ | 49🧑⚖️ |
| Fun | 562th | 3.267⭐ | 47🧑⚖️ |
| Innovation | 134th | 3.767⭐ | 47🧑⚖️ |
| Theme | 542th | 3.554⭐ | 48🧑⚖️ |
| Graphics | 584th | 3.457⭐ | 48🧑⚖️ |
| Mood | 642th | 3.073⭐ | 43🧑⚖️ |
| Given | 43🗳️ | 33🗨️ |
However, I have some gripes about the game. For one, I didn't understand how the game works until a bit of exploration. Mechanics I had to figure out included being able to drag wires out of the numbers itself, how inputs and outputs worked, and what I can and couldn't do. Personally, the nodes given are quite limited, in my opinion. I wished that the nodes can connect from the bottom, and the Cross node interchangeable. I also found it a little frustrating knowing that more final outputs would appear only after completing previous ones.
The game also had several bugs:
- Sometimes, in Endless mode, final outputs can appear in the same place.
- When getting Locked Out and going back into a stage, the timer seemed to decrease a lot faster.
- When getting Locked Out and going into another stage, the node list overlaps with the previous one, I think.
- You can place two nodes in the same place.
Overall, the game has a lot of potential to be a very interesting and thought provoking puzzle game, it just needs a little more freedom in what you can do and instructions/tutorials on the game. Keep up the good work!
Mouse overs didn't always seem to reflect what I was hovering which wasn't too much of an issue, but I imagine most users won't know what a modulo operator does. Or was it a bitwise AND?
Cool concept and nice sleek execution though. A bit of work on new user friendliness and you've got a pretty cool thing.
It was a cool game nonetheless !
I only ran into one bug: somehow when I was trying to figure out rotation, I placed a block back in the left column from the stage, and it covered another block (which caused it to vanish).
Very good concept.
Only suggestion going forward is to have all the goals shown at the beginning, instead of revealing them as you complete a node. It got a bit annoying having to clear the board because another number was added.
Overall, an awesome little puzzle game. And the fact you fit in an unlimited mode on top of hand crafted levels is impressive! Well done!
I think you should have just made it so any time to click on the outputs you can drag out a connections.
Visually it has neat and tidy design.
@squabbler Thanks for the bug report! When you say the left side, do you mean outside the grid? I believe we intentionally allow you to replace one gate with another, but if it went out of the grid and covered an input that would be bad. Also, revealing outputs one at a time was an intended design choice since you might discover you need to re-plan your original solution to meet all the new outputs (to go with the theme of having increasingly less space). Sorry you found it frustrating!
@the-triumvirate Some gentle music and soft interaction SFX is already on the todo list :)
@deprecat Thanks! The Endless mode only just made it into the game in the final hours of Monday morning, glad you liked it.
@wahooney Mobile is on the list too, just need to re-work the rotation controls and do some testing!
@shockeye "I think you should have just made it so any time to click on the outputs you can drag out a connections." This is a great idea and how I hope to make it work in the future.
Thanks to everyone else who I haven't replied to, Robo_Chiz and I definitely intend to keep polishing this up after the jam and the feedback about the initial frustration has given me some ideas of how we can ease players in (and make wire mode more intuitive) in the future.
I'm not personally a fan of having a timer, I'd rather sit and ponder a solution rather than feeling rushed. This was compounded by the feeling of fighting the interface a lot of the time. I can see its value as a design decision though, to try and prevent the player from having time to plan the most space-efficient solutions.
There are some bugs and usability issues, and lots of scope for polish, which could turn this into a really satisfying game to play. Some things I'd love to see polished:
- Add output/input nodes on the source/target numbers to make it clear that wires can be connected to them.
- Don't have a separate wire mode - I found it frustrating having to constantly toggle this on/off. Instead I'd allow wires to be dragged from the input/output nodes at any time. For this to work nicely the gates and nodes should highlight when the mouse is over them so it's clear what the result of the player's click will be.
- Allow deletion of wires, maybe by right-clicking on them. As with the previous point, the wires should highlight when the mouse hovers them to indicate what will be deleted before the player clicks. The only way I found to delete wires in the current version was to add a gate to the wire, then delete the gate.
- I think it'd be nice to leave the adjacent wires in place when deleting a gate, and if possible connect the wires up in the square where the gate was.
- Make it clear which is the primary input node on the subtraction gates. It's not obvious which number will be subtracted from the other. (Same for division, also using a percentage icon is confusing for division)
- The blobs that travel along wires could faintly display the value being carried by that wire. This may reduce some of the mental maths required, but would make more complex puzzles easier to keep track of.
- Improve the visuals of the crossover gate so it's clear that one wire is bridged over the other. As it stands it looks very similar to the splitter gate so it looks like the wires are being split/combined in some way.
- I'd like my whole palette of gates to be visible at once rather than having the scroll wheel. Removing the wire mode button, rotating the large gates to be 2x1 rather than 1x2, and scaling them down a little could help with fitting them all on the screen.
- Make tooltips appear instantly rather than animating in/out, as the animation is very slow. Make the tooltips disappear when the mouse moves away.
- Colour-blind friendly colours for input/output nodes
But yeah, love the idea, and excited for the possibility of more hand crafted levels. e.g. ones where you no longer have simple gates like addition, so have to get creative with multiplication and division. Thanks!
This game has good potential!
Graphics are nice and clean, and I enjoyed playing around with it. I wasn't able to get a feel for metrics of how well I did when I solved a puzzle though. It tells me how many cells I didn't use but is leaving ones unused good or bad?
All in all the concept is very clever and engaging and with a bit more time to polish controls and make more puzzles, this could be a great thing.
As a lot of people stated, the entering/exiting wiring mode is kinda awkward to use, you should always be able to draw the wires.
It would avoid a lot of the frustration induced by this mechanic.
The core gameplay is very well suited for the theme and quite interesting and I played quite a bit even thgough I really really suck at this kind of game... xD
As others stated, the bug on the tooltips ruins a bit of the game as I didn't know what to do when I got the "Replicate" gate but the game kept telling me it was a "Add gate".
If you address these issues and add more levels to it, it would do a perfect mobile game for people who like torture their brain when playing :smile:
Keep up the good work, I'll check the future updates for sure !
Please do check my game maybe you’ll like it and leave some feedback.
I think the game has a lot of potential, it just needs some small adjustments. :smile:
Have a great LD!
The UI is a little confusing at first. And I don't like timer in puzzles. Still, good game! =]