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puzzle
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
Ringkasan
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
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Dokumentasi sumber, bukan instruksi untuk situs ini. Periksa izin sebelum menjalankan perintah.
Puzzle
A playbook for grid/board puzzle games — the board model, move input, rule resolution (matching, pushing, logic), scoring, undo, and level progression. This is a compositional skill: it models board state and rules and presents them through a tilemap/UI. It does not re-teach tilemaps; it defines the resolution loop and the correctness rules (clean state, deterministic resolution, undo) that keep a puzzle fair and bug-free.
When to use
- Use when the game is a discrete board the player changes with moves, and the board resolves by rules: match-3/tile-matching, sokoban/block-pusher, sliding puzzle, logic grid.
- Use when designing match/cascade resolution, undo, level progression, or solvability.
When not to use: real-time grid action with permadeath → roguelike. Card zones/turns →
card-game. Physics-based "puzzle platformer" → platformer + physics-tuning. For the tile
rendering, use godot-tilemap / unity-tilemap-2d.
Core loop
Read the board → plan a move → make the move → the board resolves by its rules (match, push, fall, fill, cascade) → see progress toward the objective → repeat until solved/failed. The fun is the planning; the engine's job is to resolve each move deterministically and present it clearly.
Must-have systems
- Board model — a grid of cells holding pieces; the single source of truth (logic, not visuals).
- Move input — swap, push, drag, rotate, or place; validate legality before applying.
- Rule resolution — detect and apply the genre's rule (matches, pushes, logic) until stable.
- Cascades/chains — when resolution changes the board, re-resolve until no more changes.
- Objectives + scoring — win/lose conditions (score, clear all, reach goal); move/time limits.
- Undo — revert the last move (and its resolution) exactly; essential for thinky puzzles.
- Level progression + (often) generation — hand-authored or generated solvable boards.
- Feedback ("juice") — clear, satisfying animation/sound for matches, falls, and chains.
Design knobs
| Knob | Effect | Notes |
|---|---|---|
| Grid size / shape | complexity | Square is standard; hex/irregular change feel. |
| Match/push rule | genre identity | 3-in-a-row, shapes, push-into-goal, etc. |
| Cascade scoring | reward depth | Bigger chains = exponential payoff. |
| Move / time limit | pressure | Move-limited = puzzly; time = arcade. |
| Difficulty curve | learning | Introduce one mechanic at a time. |
| Undo depth | forgiveness | Single-step vs. full history. |
| Solvability guarantee | fairness | Generated boards must be solvable. |
| Deadlock handling | no dead ends | Detect no-moves; shuffle or end (refs). |
Patterns
1. Board model + match detection (logic separate from visuals)
# Pseudocode. The board is the truth; rendering reads from it. (0,0) top-left, y grows down.
board = [[piece_or_empty for _ in range(W)] for _ in range(H)]
def find_matches(board):
matched = set()
for y in range(H): # horizontal runs of >= 3 equal pieces
run = 1
for x in range(1, W):
if board[y][x] and board[y][x] == board[y][x-1]: run += 1
else:
if run >= 3: matched |= {(y, k) for k in range(x-run, x)}
run = 1
if run >= 3: matched |= {(y, k) for k in range(W-run, W)}
# ... repeat the same scan vertically (columns) ...
return matched
2. Resolve → collapse → refill → cascade (repeat to stability)
# Pseudocode. One player move can trigger a chain; loop until the board stops changing.
def resolve(board):
chain = 0
while True:
matches = find_matches(board)
if not matches: break # stable: resolution complete
chain += 1
score += score_for(matches, chain) # later chain steps score more (see refs)
clear(board, matches) # remove matched pieces
apply_gravity(board) # pieces fall into the gaps
refill(board, rng) # spawn new pieces at the top (seeded RNG)
return chain
3. Undo via state snapshot or command
# Pseudocode. Snapshot before each move; undo restores it exactly (board + score + counters).
def make_move(move):
history.append(snapshot(board, score, moves_left)) # push BEFORE applying
apply(move); resolve(board); moves_left -= 1
def undo():
if history:
board, score, moves_left = history.pop() # exact revert, including resolution
For large boards prefer the command pattern (store the move + enough to invert it) over full snapshots to save memory; snapshots are simplest and fine for small boards.
Pitfalls / failure modes
- Mixing logic and visuals → animations desync from state and cause bugs. The board model is the single source of truth; the view only renders it.
- Resolving only once → cascades/chains are missed. Loop resolution until the board is stable (Pattern 2).
- Undo that doesn't restore everything → score/move-count/random-state drift. Snapshot all state, or make the move fully invertible.
- Unseeded refill RNG → can't reproduce a level / no deterministic undo or daily puzzle. Seed it.
- Generated boards that aren't solvable → unfair dead ends. Generate-and-verify, or generate from a known solution backward (refs).
- No deadlock detection (match-3) → board with no valid moves softlocks. Detect "no moves" and shuffle or end the level (refs).
- Difficulty spikes → too many mechanics at once. Teach one mechanic per level before combining.
- Resolution mid-animation accepts input → double-moves/corruption. Lock input until the board is stable.
Composition (build it from these skills)
- Board rendering:
godot-tilemap/unity-tilemap-2dfor the grid;godot-ui-controlfor HUD, score, and menus. - Levels:
level-designfor hand-authored puzzles and difficulty pacing;procedural-genfor solvable generated boards. - Persistence:
save-systemsfor level progress, high scores, and seeded daily puzzles. - Juice:
game-feelfor match/cascade pop, screen shake, and chain feedback; the engine animation/Tweenskill for swaps/falls/clears;audio-designfor match and chain cues. - Scripting:
godot-gdscript/unity-csharp-scriptingfor the resolution loop and rules.
References
- For match-3 detection/gravity/refill/cascade detail, deadlock detection and reshuffles,
sokoban/rule-based puzzles, undo strategies, solvable generation, and scoring, read
references/board-and-resolution.md.
Metadata berkas
name: puzzle description: > Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
Lihat teks asli
---
name: puzzle
description: >
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban
pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
---
# Puzzle
A playbook for grid/board puzzle games — the board model, move input, rule resolution
(matching, pushing, logic), scoring, undo, and level progression. This is a **compositional**
skill: it models board state and rules and presents them through a tilemap/UI. It does not
re-teach tilemaps; it defines the resolution loop and the correctness rules (clean state,
deterministic resolution, undo) that keep a puzzle fair and bug-free.
## When to use
- Use when the game is a **discrete board** the player changes with moves, and the board
**resolves by rules**: match-3/tile-matching, sokoban/block-pusher, sliding puzzle, logic grid.
- Use when designing match/cascade resolution, undo, level progression, or solvability.
**When *not* to use:** real-time grid action with permadeath → `roguelike`. Card zones/turns →
`card-game`. Physics-based "puzzle platformer" → `platformer` + `physics-tuning`. For the tile
rendering, use `godot-tilemap` / `unity-tilemap-2d`.
## Core loop
**Read the board → plan a move → make the move → the board resolves by its rules (match, push,
fall, fill, cascade) → see progress toward the objective → repeat until solved/failed.** The
fun is the *planning*; the engine's job is to resolve each move **deterministically** and
present it clearly.
## Must-have systems
1. **Board model** — a grid of cells holding pieces; the single source of truth (logic, not visuals).
2. **Move input** — swap, push, drag, rotate, or place; validate legality before applying.
3. **Rule resolution** — detect and apply the genre's rule (matches, pushes, logic) until stable.
4. **Cascades/chains** — when resolution changes the board, re-resolve until no more changes.
5. **Objectives + scoring** — win/lose conditions (score, clear all, reach goal); move/time limits.
6. **Undo** — revert the last move (and its resolution) exactly; essential for thinky puzzles.
7. **Level progression + (often) generation** — hand-authored or generated **solvable** boards.
8. **Feedback ("juice")** — clear, satisfying animation/sound for matches, falls, and chains.
## Design knobs
| Knob | Effect | Notes |
|------|--------|-------|
| Grid size / shape | complexity | Square is standard; hex/irregular change feel. |
| Match/push rule | genre identity | 3-in-a-row, shapes, push-into-goal, etc. |
| Cascade scoring | reward depth | Bigger chains = exponential payoff. |
| Move / time limit | pressure | Move-limited = puzzly; time = arcade. |
| Difficulty curve | learning | Introduce one mechanic at a time. |
| Undo depth | forgiveness | Single-step vs. full history. |
| Solvability guarantee | fairness | Generated boards must be solvable. |
| Deadlock handling | no dead ends | Detect no-moves; shuffle or end (refs). |
## Patterns
### 1. Board model + match detection (logic separate from visuals)
```python
# Pseudocode. The board is the truth; rendering reads from it. (0,0) top-left, y grows down.
board = [[piece_or_empty for _ in range(W)] for _ in range(H)]
def find_matches(board):
matched = set()
for y in range(H): # horizontal runs of >= 3 equal pieces
run = 1
for x in range(1, W):
if board[y][x] and board[y][x] == board[y][x-1]: run += 1
else:
if run >= 3: matched |= {(y, k) for k in range(x-run, x)}
run = 1
if run >= 3: matched |= {(y, k) for k in range(W-run, W)}
# ... repeat the same scan vertically (columns) ...
return matched
```
### 2. Resolve → collapse → refill → cascade (repeat to stability)
```python
# Pseudocode. One player move can trigger a chain; loop until the board stops changing.
def resolve(board):
chain = 0
while True:
matches = find_matches(board)
if not matches: break # stable: resolution complete
chain += 1
score += score_for(matches, chain) # later chain steps score more (see refs)
clear(board, matches) # remove matched pieces
apply_gravity(board) # pieces fall into the gaps
refill(board, rng) # spawn new pieces at the top (seeded RNG)
return chain
```
### 3. Undo via state snapshot or command
```python
# Pseudocode. Snapshot before each move; undo restores it exactly (board + score + counters).
def make_move(move):
history.append(snapshot(board, score, moves_left)) # push BEFORE applying
apply(move); resolve(board); moves_left -= 1
def undo():
if history:
board, score, moves_left = history.pop() # exact revert, including resolution
```
For large boards prefer the **command** pattern (store the move + enough to invert it) over full
snapshots to save memory; snapshots are simplest and fine for small boards.
## Pitfalls / failure modes
- **Mixing logic and visuals** → animations desync from state and cause bugs. The board model is
the single source of truth; the view only renders it.
- **Resolving only once** → cascades/chains are missed. Loop resolution until the board is stable
(Pattern 2).
- **Undo that doesn't restore everything** → score/move-count/random-state drift. Snapshot *all*
state, or make the move fully invertible.
- **Unseeded refill RNG** → can't reproduce a level / no deterministic undo or daily puzzle. Seed it.
- **Generated boards that aren't solvable** → unfair dead ends. Generate-and-verify, or generate
from a known solution backward (refs).
- **No deadlock detection** (match-3) → board with no valid moves softlocks. Detect "no moves"
and shuffle or end the level (refs).
- **Difficulty spikes** → too many mechanics at once. Teach one mechanic per level before combining.
- **Resolution mid-animation accepts input** → double-moves/corruption. Lock input until the
board is stable.
## Composition (build it from these skills)
- **Board rendering:** `godot-tilemap` / `unity-tilemap-2d` for the grid; `godot-ui-control` for HUD, score, and menus.
- **Levels:** `level-design` for hand-authored puzzles and difficulty pacing; `procedural-gen` for solvable generated boards.
- **Persistence:** `save-systems` for level progress, high scores, and seeded daily puzzles.
- **Juice:** `game-feel` for match/cascade pop, screen shake, and chain feedback; the engine animation/`Tween` skill for swaps/falls/clears; `audio-design` for match and chain cues.
- **Scripting:** `godot-gdscript` / `unity-csharp-scripting` for the resolution loop and rules.
## References
- For match-3 detection/gravity/refill/cascade detail, deadlock detection and reshuffles,
sokoban/rule-based puzzles, undo strategies, solvable generation, and scoring, read
`references/board-and-resolution.md`.
Tinjau sumber
Harga dan biaya penggunaan
- Dapatkan skill
- Harga belum dikonfirmasi
- Jalankan
- Persyaratan belum dikonfirmasi. Periksa biaya agen, API, dan layanan di sumbernya.
- Lisensi
- Apache-2.0
- Harga belum dikonfirmasi
- Harga belum dikonfirmasi. Tautan sumber dan instalasi yang ada tetap tersedia.
Gratis diperoleh bukan berarti gratis dijalankan. Harga bukan penilaian keamanan. Kirim informasi harga →
Sumber skill tercatat
Jalur instruksi telah dicatat. Ini bukan uji eksekusi, jaminan keamanan, atau sertifikasi kompatibilitas.
Tinjau sebelum memasang: Hindari pemasangan otomatis
Lisensi: Apache-2.0
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
Daftar alat adalah petunjuk metadata, bukan kompatibilitas teruji. Prompt adalah saran.
Mulai dengan tugas kecil
- 1Baca sumber dan pastikan masukan, keluaran, dependensi, serta izin.
- 2Minta rencana dari agent. Setujui pengaturan dan biaya sebelum uji terisolasi.
- 3Periksa hasil dan berkas yang berubah. Laporkan hanya yang dijalankan dan simpan revisi sumber.
Periksa dependensi, kunci API, dan biaya layanan pihak ketiga pada sumber. Repositori publik tidak berarti semua layanan gratis.
Sumber dan catatan penggunaan
Metadata dan tinjauan bersifat saran. Popularitas, penemuan sumber, dan keberhasilan eksekusi adalah fakta berbeda.
- Repositori sumber
- gamedev-skills/awesome-gamedev-agent-skills
- Lisensi
- Apache-2.0
- Versi
- 1.0.0
- Push GitHub terakhir
- 24 Agu 2026
- Direktori diperbarui
- 2 Sep 2026
- Jalur instruksi
- skills/genres/puzzle/SKILL.md @ 7110607ab816
Versi dilaporkan dalam metadata direktori; periksa rilis sumber.
Kualitas
73/100
Kuat
Kepercayaan
72/100
Hanya sandbox
Audit
82/100
Berisiko
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- Verified installs
- —
- Hasil
- —
Menyalin bukan memasang. Jumlah instalasi memerlukan laporan berhasil dan bukan jaminan kualitas menyeluruh.
Akses agent
API Registry menyediakan sinyal keputusan, kepercayaan, audit, use case, dan pemasangan tanpa mengikis UI.
Detail lainnya
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"category": "design-creative",
"url": "https://www.openagentskill.com/skills/gamedev-skills-puzzle",
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"track": "Design and creative production",
"scenario": "Design and creative",
"maintenance": "2mo since push",
"risk": "Risky"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"High-risk permission hints: Shell or command execution",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review"
],
"agent_contract": {
"task_input": "Use puzzle in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 80/100 Strong shortlist",
"Audit: 82/100 Risky",
"Safety: 58/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "gamedev-skills-puzzle (puzzle)",
"install_command": "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill puzzle",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "gamedev-skills-puzzle",
"task": "Use puzzle in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/gamedev-skills-puzzle",
"api": "https://www.openagentskill.com/api/agent/skills/gamedev-skills-puzzle",
"audit": "https://www.openagentskill.com/skills/gamedev-skills-puzzle/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=gamedev-skills-puzzle&task=Use%20puzzle%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20puzzle%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20puzzle%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/gamedev-skills-puzzle/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/gamedev-skills-puzzle"
}
}Untuk kreator
Sumber listing
Diindeks Registry
Listing ini diindeks dari sumber publik dan belum ditandai resmi hingga klaim pemelihara disetujui.
- Kreator
- gamedev-skills
- Diindeks oleh
- Indeks komunitas OpenAgentSkill
Atribusi menautkan ke repositori publik atau profil kreator. Kreator dapat mengklaim listing untuk memperbarui sinyal kepemilikan.
Klaim skill iniKlaim pemilik
Klaim listing skill ini
Listing Diindeks Registry ini dikaitkan dengan gamedev-skills, tetapi belum ditandai resmi. Klaim untuk menambahkan sinyal pemilik terverifikasi dan membuat pembaruan peluncuran, pemasangan, serta audit berikutnya lebih tepercaya.
Kit berbagi
Kit backlink kreator
Tambahkan badge bukti ke README Anda
Tampilkan listing kanonis, sinyal kepercayaan dan audit saat ini, serta bukti Agent-Proven nyata di tempat pengembang mengevaluasi repositori.
[](https://www.openagentskill.com/skills/gamedev-skills-puzzle?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-puzzle?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-puzzle/audit)
[](https://www.openagentskill.com/skills/gamedev-skills-puzzle?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)Sinyal komunitas
Bagikan apakah skill ini bermanfaat untuk alur kerja Agent Anda. Masukan gabungan meningkatkan peringkat dari waktu ke waktu.
