Simple Klotski:Sliding Block Puzzle Generator for Traffic Jam, Block-Clear Games OFFICIAL SALE

Hand-placing blocks, then playing your own level twenty times to find out whether it's a 6-move puzzle or a 40-move one?


Generate them instead — solved, rated, and stamped with a proven par, board after board.


Simple Klotski is a sliding-block puzzle toolkit with five modes in one workflow. It builds boards, solves each one EXACTLY — the true shortest solution, how many shortest solutions exist, every move — and hands them over as ready-to-use assets. You bring the scene and the art; it handles the puzzle.


OFFLINE DOCUMENTATION HERE!


FIVE WAYS TO PLAY


- GRIDLOCK — the traffic-jam classic. Wide blocks slide sideways, tall blocks up and down. Clear a lane and drive the hero out through the exit. Sparse, deductive, and instantly readable in a screenshot.

- KLOTSKI — the dense wooden puzzle your grandparents owned. Everything slides freely, nothing has room, and the big hero block has to reach its target. Long, satisfying shuffles — the reference layout runs 90 moves.

- CLEAR — every block wears an arrow; tap it and it flies off the board that way, if the path is free. Order is the whole puzzle. No dead ends, ever (see below).

- CLEAR 3D — the same law in a block structure you orbit, pan and zoom around, peeling it apart layer by layer. Six directions instead of four.

- CLEAR SNAKES — the same law, tangled. Pieces are ropes bent into Ls, Us and long snakes, each with one arrowhead. Tap one and it slithers out head first, its whole body following the same track — so only the single lane ahead of the head has to be clear, however much the body winds. Boards run up to 16 a side, packed edge to edge with interlocking rope.


PROVEN PAR ON EVERY BOARD


The part most generators skip.


- Breadth-first search over a canonical state space returns the TRUE minimum move count — not the generator's own construction path, not an estimate.

- Ask for a 40-move puzzle and get a 40-move puzzle: Klotski boards are engineered BACKWARDS from the solved position to the depth you asked for, then re-verified forwards by the solver.

- Difficulty rated 1–5 stars, banded on that proven par (or on chain depth in the Clear modes).

- Shortest solutions are counted, and a board is only ever called unique when the count actually finished — a truncated lower bound is not a proof, and it's never treated as one.


NO DEAD ENDS, EVER


The Clear modes' guarantee, and it's structural.


- Boards are built from a witness removal order, so solvability isn't tested — it's constructed.

- Removing a block can only unblock others, never block them. So no sequence of legal taps can strand the player. That's proven once for the whole mode, not hoped for per board.

- Your players cannot soft-lock themselves. Neither can your level designers.


PRESSURE PLATES


Optional checkpoints turn a race into a logistics problem.


- The hero reaching its goal is no longer enough: every plate must be held down by SOME block at that moment.

- The solver treats it as one conjoined win condition — so a non-hero block settling the last plate can be the winning move, and the par accounts for it.

- Plates are placed away from the hero's start and its escape lane, and verified coverable.


X-RAY EVERY BOARD


- A drawn board preview: blocks, the hero, the exit notch or target outline, obstacles, checkpoint pads.

- A SOLUTION SCRUBBER — drag a slider and watch the board play its own solution move by move, with the moved block highlighted. The fastest way to tell a satisfying shuffle from a straight line.

- 3D boards add an orbitable preview and a layer-by-layer slice view.

- Facts, design notes, warnings, and an honest generation report — when constraints can't be met it says so instead of quietly shipping an easier board.


GENERATE YOUR WAY


- One no-code window drives all five modes: nineteen presets, Auto-tune, a 0–5 star target-difficulty slider that snaps the move window, and guardrails that warn about impossible combinations before you click.

- Batch generation runs on a background thread — the editor stays responsive, and Cancel works mid-batch.

- Save single puzzles or full packs as assets; Verify and Re-roll saved boards straight from the inspector.

- Reproduce any board from a short seed — share the seed, not the data.

- Or generate at runtime from code: endless and daily modes in a few lines.


PLAY IT RIGHT AWAY


- A complete demo: landing menu with all five modes, curated packs or endless boards, a HUD with live counters, moves-vs-par, difficulty pips and the controls for whatever you're playing.

- Drag blocks to slide them, click blocks to clear them, orbit and pan the 3D structures.

- UNDO, one-move HINTS, and a step-by-step auto-solver that always lands exactly on par.

- Synthesized sound, no audio files. Renders in Built-in, URP and HDRP with no material conversion.

- Skin it by dropping prefabs into two slots, or supply three arrow sprites — leave them empty and the glyphs are generated for you.


DROP IT INTO YOUR GAME


- The core has no dependencies. The rules are one call: ask the solver how far a block may slide, and you have the movement law.

- A ready-made referee (load / slide / tap / undo / hint / auto-solve + events) if you want it; raw board data if you don't.

- Built for puzzle games, escape-room block rooms, dungeon sokoban-adjacent rooms, minigames inside bigger games, or a pure mobile puzzle app.


INCLUDES


- A ready-to-play demo scene (all five modes, Canvas menu + HUD)

- One Generate window for every mode, with presets and a full analysis pane

- Verify / Re-roll inspectors for saved puzzles and packs

- Four sample puzzle assets, plus a Clear Snakes level pack

- Full HTML documentation (multi-page and single-page), README, CHANGELOG