npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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 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.
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.
| 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). |
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.
godot-tilemap / unity-tilemap-2d for the grid; godot-ui-control for HUD, score, and menus.level-design for hand-authored puzzles and difficulty pacing; procedural-gen for solvable generated boards.save-systems for level progress, high scores, and seeded daily puzzles.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.godot-gdscript / unity-csharp-scripting for the resolution loop and rules.references/board-and-resolution.md.