Lock by mahalis
You’ve brought the artifact to the confluence of signals: beams from distant stars, aimed with unimaginable precision, bearing secrets from ancient civilizations. It senses their presence in this place, illuminates, invites you to align it and feed the dark mechanisms hidden within. Can you?
Lock is my 19th compo entry, and as always it was a bit of a scramble—got a late start, then lost more hours than I’d like to admit on fighting with quaternions. I’m happy with the result, though! My games are usually more arcade-y than puzzle-y, since I’m not much of a puzzle designer… but this one turned out to be both challenging and (I think) fun, and amenable to procedural generation. There’s still lots of polish I wish I’d gotten to, and I like this enough to consider doing a post-jam version, which may or may not be coming in the next week or so as my brain recovers.
Thanks for reading this far, and I hope you enjoy playing Lock!
How to play
- The artifact (cuboid) has markings around its corners which indicate the color of signal which that corner responds to.
- Your goal is to line up the correct corners with the incoming signal lasers.
- After level 1, floating lenses will appear (the gray cylinders) which change the color of signals that pass through them. You can rotate each layer of lenses independently of the artifact; the currently selected rotatable-thing is marked with a white outline.
Controls
Mouse / keyboard
- Look around: click and drag
- Rotate current object: WASD or arrow keys
- Switch object: Space or Enter
Gamepad (desktop only)
- Look around: left stick
- Rotate: right stick or D-pad
- Switch object: any face button (ABXO, etc.)
Touch (mobile only—doesn’t work on the LD site, use the Itch.io link below)
- Look around: tap and drag
- Rotate: buttons at bottom right
- Switch object: button at bottom left
Development
Lock is built in Godot, like my two previous games Lepidopterology Extreme (LD58) and Happy Circle (another jam). I’m really starting to appreciate it after using Unreal for most of my previous games—it’s lightweight, thoroughly documented, works well on macOS, and exports to the web. Highly recommend it for anyone who’s currently working in a larger engine.
Other tools used: - Houdini (modeling, generating VFX assets) - Blender (setting up light rig to render the IBL from) - my phone and Voice Memos (recording sound effects, mostly of buttons on a DualSense and tapping an old silicone phone case with my finger) - GarageBand (music) - Fork (Git)
I do not use generative AI—should go without saying for the compo, but it seems worth being explicit.
| Link | https://mahalis.itch.io/lock |
| Link | https://mahalis.itch.io/lock |
| Link | https://mahalis.itch.io/lock |
| Link | https://codeberg.org/mahalis/ld59 |
| Original URL | https://ldjam.com/events/ludum-dare/59/lock |
Ratings
| Overall | 71th | 3.75⭐ | 26🧑⚖️ |
| Fun | 79th | 3.625⭐ | 26🧑⚖️ |
| Innovation | 31th | 3.938⭐ | 26🧑⚖️ |
| Theme | 170th | 3.542⭐ | 26🧑⚖️ |
| Graphics | 65th | 3.896⭐ | 26🧑⚖️ |
| Audio | 81th | 3.604⭐ | 26🧑⚖️ |
| Mood | 84th | 3.708⭐ | 26🧑⚖️ |
| Given | 26🗳️ | 23🗨️ |
The idea is actually great, if you spend more time adding smoother learning curve it can really become a nice puzzle game, like fixed and fewer axis to start, after people get the basics then offer them full control, then lense and double lense. I mean this is exactly what you've achieved and its good, but just less stiff I guess
@steveofstevesgames That’s actually farther than I’ve ever gotten… once I verified that the mechanics worked I had to focus on getting the rest of it together. :slight_smile: Thanks for playing!
@wo-ri-gou-le Glad you liked it! Definitely does need more tutorialization—the progression stuff went in in the last ten minutes or so so it is super not tuned. I hope to add some better explanation in a post-jam version.
@goodwayman + @jpat Thanks! I’m amazed it works as well as it does on mobile, honestly. Didn’t have time to even add symbols to the buttons, but I hoped it would be clear enough just from poking at it.
7 levels
Too hard...

My best strat in the end was to break it into two steps to first get the colors into position of the signals, then rotate the outer layers until it fits, you can get pretty far with that as long as the initial position was correct (it wasn't on my level 13 and that took me a while to figure out). Super rewarding when it all spun into place after that!
Like I already mentioned, I love the feel of the game as a futuristic rubix cube. The signals were also a nice take on the theme, I liked the signal-changing devices and how they added challenge to the levels in a natural way, you could probably slap a third layer on top of that for some even harder turbo puzzle challenges, heh. I also like the sci-fi look of it with the bright beams and them pulsing in space, it really pops, especially when you play it in a bit of a darkened room. Very well done, great game!
Really short but sweet concept and well executed!
I see you used procedural generation, like my own puzzle game, which has some pitfalls, but mostly work.
I can understand getting knee deep in in quaternions making this, haha :laughing: But the end result was great. Tumbling the camera around and twisting the objects to solve the puzzles was very satisfying.
I'm color blind so I had difficulty with differentiating some of the colors. To my delight, it was still very playable and I enjoyed it a lot!

I'm also a puzzle game fan, so this game got my interest right away!
Great job! :clap: