Lockdown Designed by Ashley Stryker

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Lockdown Designed by Ashley Stryker Intro You are the universe s greatest hacker; only problem is, you ve gotten yourself thrown into spacejail when you exceeded your bandwidth restrictions, which led to some interesting finds on your hard drive by the local cop squad. The jail is known as Lockdown, a prison in which all cells are permanently sealed by state-of-the-art cryptography. A supercomputer could spend weeks attempting to find one digit of the passcode. (Pity they took your watch it would ve solved it in a day.) The Wardens on each level are sealed into their watch booths and man the computer system, communicating with other levels as necessary. As you re languishing in your cell, you hear a voice from the corner. You re so focused on the lock, boy, you re missing the key. You turn to discover that there s another resident in your room, a giant reptile smoking a pipe. The smoke s bright blue and seems to pool around his talons. You decide you don t want to know what s in it, but rather ask what he means. He gurgles. If you don t have the key, try to pick the lock. Do it the old fashioned way. He lumbers over to the door and rips off the keyboard. You stare at the mess of wires, all tangled together and refusing to connect. I can show you how, but the rest is up to you. Welcome to Lockdown, where the object of the game is to escape the prison by beating the system. Rearrange the wires to connect the circuits, and you re free. The Wardens will be trouble, and there s no telling what sort of surprises the security system s got set, but you ve got nothing to lose, right? Genre Puzzle Game, Mission-style Category Lockdown is an updated version of such games as Plumber, featuring modern wire-

electronic locks rather than a pipe/water motif. It combines the addictive puzzle style of traditional games like Jewel Quest with an updated storyline for modern audiences and a co-op competitive mode to encourage play beyond the final stage. Platform Lockdown aims to take advantage of the growing number of touch-screen tablet users and new technology that enables a user to look around a space by physically moving the tablet, using a program similar to that of modern constellation finders for tablets and smart phones. Basic Play Mechanic This game focuses on touch-screen capabilities to maneuver pieces into favorable positions. Between puzzles, players can rotate their tablet s position to look around at the floor of the prison they are currently in, talking to other prisoners and finding hidden items which can help the player advance. The next puzzle can be accessed by tapping on the door at the end of the hall. The main element of Lockdown is the puzzle, which consists of a grid containing square tiles with embedded wires. The goal is to complete a circuit and thus unlock a door. Lights at the left and top edges of the grid indicate where the broken circuit is located. Players can take advantage of empty spaces to slide tiles into position to complete the circuit. Players attempt to solve the puzzle simultaneously with their opponent; this is not a turn-based game. Basic Game Screen: One end of circuit which must be completed. Only one which is lit on this side. Basic square tile with embedded wire. Player may not rotate these tiles, only slide them. One end of circuit which must be completed. Only one which is lit on this side. Opponent s board. Can be tapped to enlarge if player desires to see opponent s progress more clearly. Computer Bugs. These helpful items are found while completing other puzzles. (See Items ) Timer for player s current attempt. If time limit, will include an addition timer. Empty space. Allows player to slide tiles. May be multiple spaces on one board. Help button to remind player of basic game mechanics and item usage. Level Icon. Home button to allow player to pause, save, or quit.

Basic Puzzle Gameplay: Step One: This board currently has two wire tiles in place: the bottom two connect to the left side of the circuit, indicated by the light. Another tile is also connected (top left), but does not connect with the top part of the circuit. A vertical wire tile (top right) is able to do so. Step Two: The top left tile is able to be slid to the left via the player s finger on the touchscreen because of the empty available space in the top left corner Step Three: Allowing for the top right vertical wire tile to slide into place and complete the circuit. Step Four: The circuit is completed, allowing the door to unlock and the player to progress.

Characters Player (Species:???): The player will have a basic line up of aliens they may choose from to be their avatar when first beginning the game. With the completion of each level, more alien avatars will be available. Prisoner Bumba (Species: Zardli): Cellmate at the start of the game. Jailed for blackmarket and smuggling rackets. Constantly smokes, though no one knows what s in the pipe or how he gets it in jail. Responsible for training the player during the tutorial in game mechanics. Warden Veloop (Species: Pup scoo): Warden of Level Two. Unable to stay out of water, so resides in a levitating bathtub. Communicates via a translator-tag embedded in his chest-area. During boss battle of Level Two, can cause geysers to erupt beneath player s tiles and replace them entirely. Warden Wynnu (Species: Bribat): Warden of Level Five. Usually a nervous, adorable little guy. Turns into a raving, mad lunatic when threatened. Introduces the concept of timed-games to the player during the boss battle.

Chief Warden Beezla (Species: Stinsi): Warden of Level Fifteen (final level). Runs the prison and has never had a breakout during her tenure as Chief Warden. Can send legions of alien ants to twist the position of wires on her opponent s board. Items Computer Bugs: various floors. Items the player can collect as he completes puzzles with the inmates on Timer Tick: Adds extra time to a countdown timer if present in a puzzle. Ecid Beetle: Rearranges all tiles on both the player s and the opponent s board. Roule-Nit: When placed on a tile, causes the tile to spin. When player taps the screen again, the tile stops in a new orientation. *Note that only three Computer Bugs are permitted to be used by the player in any given puzzle game.

Miscellaneous Items: The following objects appear on the board and cannot be manipulated by the player. Broken Wire: Wire-tiles which are eroded and unstable. During timed games, they may fry and be replaced with a new wire after a set amount of time. Set Wire: Wire-tiles which are set in place at the start of the puzzle. They cannot be moved, though they can be part of the circuit. Are indicated by a red litbackground. Wire Bomb: Tiles with bomb shapes that cannot be moved and will explode any touching wire tiles when their timer reaches zero.

Level Structure Basic Level Structure Players move through a level floor, oriented like a hallway. By twisting their tablet, a player is able to see the locked door in front of them, the locked cells with their prisoners to either side, and the open door behind them. By tapping on a prisoner behind the bars, a player can interact and learn information from the prisoners, gain Computer Bugs, or unlock their door as practice for the main level door. To start the main puzzle, a player must tap the locked hallway door in front of them. Progress is automatically saved with each completed puzzle. Should a player fail a puzzle, they will restart at the last segment of floor they were previously located. On each load, a player can select either to continue their previous saved game or retry a previously solved puzzle. Prisoner doors must be accessed from the hallway they are not available for an immediate load from a restarted game. FLOOR X (Sample level) Level X.4 Final Boss-Warden Puzzle Door Additional cell Level X.3 Puzzle door Cells of inmates on the side of the hall. Can free these prisoners by solving their lockpuzzles and gain Computer Bugs. Level X.2 Puzzle door Additional cell Level X.1 Puzzle door Level X start

Gym Co-op Level Players are able to play against friends or people around the world if they select Gym on the home page. Their in-game avatars become their online avatars. They can win new avatars or Computer Bugs as they challenge and defeat their friends in the Gym. This will not affect main storyline play. Ending Once the Chief Warden Beezla is defeated, the player takes off in a ship and flies away, a (hopefully) wiser and still incredibly talented hacker. After this point, the player can replay any level and continue going to the Gym to play against friends and other online players.