Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves).
Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves).
Use for logic puzzles, physics puzzles, or match-3 games.
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
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Files included with this skill beyond the listing page.
skill mdSKILL.md13,046 B
docsSUMMARY.md3,982 B
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First seen on skills.sh
First recorded snapshot · 220 installs
SKILL.md
NEVER Do (Expert Anti-Patterns)
Design & Player Experience
NEVER punish experimentation; strictly provide Undo/Reset functionality to allow risk-free hypothesis testing.
NEVER require pixel-perfect input for logic puzzles; strictly use Grid Snapping or large, forgiving hitboxes.
NEVER allow undetected Soft-Locks (unsolvable states); strictly notify the player or provide immediate backtracking.
NEVER hide the rules of the world; strictly ensure visual feedback is instant and unambiguous (e.g., powered wires must glow).
NEVER skip the Non-Verbal Tutorial phase; strictly introduce mechanics in isolation before combining them.
Grid Logic & State
NEVER use floating-point numbers (Vector2) for grid coordinates; strictly use Vector2i to prevent precision drift.
NEVER use _process() for grid-state or win-condition validation; strictly trigger checks only when a piece moves.
NEVER rely on the SceneTree structure as the source of truth; strictly maintain grid data in a separate script/dictionary.
NEVER modify a Dictionary or Array size while iterating over it; strictly use a copy or a separate queue for modifications.
NEVER calculate heavy recursive solvers in _process(); strictly cache results or use threaded workers for solve-checks.
NEVER ignore diagonal rules in pathfinding; strictly configure AStarGrid2D.diagonal_mode correctly.
Architecture & Performance
NEVER ship dual undo authorities; strictly use Godot's built-in UndoRedo via [puzzleundomanager.gd](scripts/puzzleundomanager.gd) — do not also maintain a hand-rolled Command stack.
NEVER intermingle "do" and "undo" logic in the same function; strictly maintain separation for predictable rollbacks.
NEVER use exact floating-point equality (==); strictly use isequalapprox() for spatial constraints.
NEVER use load() for resetting large rooms dynamically; strictly use ResourceLoader.loadthreadedrequest().
NEVER leave Tween objects unreferenced; strictly kill active tweens before starting new movement on the same object.
🛠 Expert Components (scripts/)
MANDATORY reads before implementing the matching system: 1. [puzzleundomanager.gd](scripts/puzzleundomanager.gd) — sole undo authority (UndoRedo) 2. [gridmanager.gd](scripts/gridmanager.gd) — Vector2i grid as truth 3. [puzzlestatevalidator.gd](scripts/puzzlestatevalidator.gd) — soft-lock / win checks on commit
Original Expert Patterns
[puzzleundomanager.gd](scripts/puzzleundomanager.gd) - Godot UndoRedo wrapper for move do/undo (golden path).
Modular Components
[gridmanager.gd](scripts/gridmanager.gd) - Vector2i board state decoupled from SceneTree.
[gridtweenmover.gd](scripts/gridtweenmover.gd) - Kill-before-recreate Tweens for piece moves.
[puzzlestatevalidator.gd](scripts/puzzlestatevalidator.gd) - Win / soft-lock validation after commits.
Only [puzzleundomanager.gd](scripts/puzzleundomanager.gd)
Level editor history
Still UndoRedo — wrap editor actions the same way
Skill Chain
Phase
Skills
Purpose
1. Data
dictionaries, resources
Grid truth, level .tres
2. Input
godot-input-handling
Snapped moves
3. Motion
godot-tweening
Piece Tweens
4. AI/hints
godot-navigation-pathfinding
A* hints
5. Persist
godot-save-load-systems
Level / progress
Common Pitfalls
Pitfall
Solution
Dual undo APIs
Delete Command-stack path; use UndoRedo manager only
Win check in _process
Validate on move commit via state validator
Float grid coords
Vector2i only
MANDATORY for depth beyond decision trees and script catalog: [puzzle-elite-implementations.md](references/puzzle-elite-implementations.md). Do NOT Load on first-pass wiring — use bundled scripts/ first.
Architecture Overview
1. Command Pattern (Undo System)
Essential for puzzle games. Never punish testing.
## Godot-Specific Tips
* **Tweens**: Use `create_tween()` for all grid movements. It feels much better than instant snapping.
* **Custom Resources**: Store level data (layout, starting positions) in `.tres` files for easy editing in the Inspector.
* **Signals**: Use signals like `state_changed` to update UI/Visuals decoupled from the logic.
---
## Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.
### Official Documentation
- [UndoRedo](https://docs.godotengine.org/en/stable/classes/class_undoredo.html) — Built-in action history for do/undo/redo so puzzle experimentation does not require a hand-rolled command stack.
- [AStarGrid2D](https://docs.godotengine.org/en/stable/classes/class_astargrid2d.html) — Uniform-grid pathfinding (`diagonal_mode`, `jumping_enabled`) for hints and reachability on Sokoban-style boards.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Interruptible `create_tween()` motion for cell-to-cell feedback while logical `Vector2i` state updates immediately.
- [Using TileMaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — TileMapLayer workflows for painting walls/targets while keeping puzzle truth in a separate grid dictionary.
- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist level progress, stars, and mid-puzzle snapshots without relying on scene reload as save.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Device-agnostic click/drag/action routing for forgiving grid selection and move commits.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Store layouts and starting piece sets as `.tres`/`Resource` data editable in the Inspector.
- [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — RigidBody sleep, layers, and integration hooks for physics-driven puzzle pieces.
- [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Why win/soft-lock checks belong on move commits, not every `_process` frame.
- [Data preferences](https://docs.godotengine.org/en/stable/tutorials/best_practices/data_preferences.html) — Prefer integer grid keys (`Vector2i`) and explicit dictionaries over SceneTree-as-truth.
- [Runtime file loading and saving](https://docs.godotengine.org/en/stable/tutorials/io/runtime_file_loading_and_saving.html) — `FileAccess`/`user://` patterns for custom level JSON and editor export packs.
- [JSON](https://docs.godotengine.org/en/stable/classes/class_json.html) — Serialize compact puzzle boards when splitting `Vector2` fields for portable level files.
### Related Skills
#### Prerequisites
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Buffered InputEvent/action maps so grid clicks and directional moves stay device-agnostic and forgiving.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Safe `state_changed` / `level_complete` wiring so UI and VFX stay decoupled from grid truth.
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Autoload/project layout baselines before stacking undo managers, savers, and level packs.
#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Deeper Tween composition when cell moves, match clears, and resets need interruptible juice without logic races.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Progress ownership, versioning, and threaded loads beyond per-level JSON snapshots.
- [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — TileMapLayer painting, custom data, and terrain patterns that visualize walls while scripts own solvability.
- [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — Broader Navigation/A* stacks when puzzle hints outgrow a single `AStarGrid2D` region.
- [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — RigidBody sleep, layers, and queries for physics puzzles that still need deterministic settle/win checks.
- [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Phase FSMs (observe → move → resolve → win) when puzzles mix animation locks with input gates.
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — Camera2D/3D framing and unproject helpers for perspective/world-space puzzle overlays.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Minimal undo/reset HUD layouts that stay non-intrusive during non-verbal tutorials.
#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Sample solvability, move-count distributions, and soft-lock rates so level packs stay fair as mechanics combine.
- [godot-procedural-generation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-procedural-generation/SKILL.md) — Generate candidate boards that still pass this skill's validators, undo constraints, and win-condition contracts.
- [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — Consumes grid/undo patterns when dungeon runs embed discrete puzzle rooms or locked-door logic.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for discovering this genre skill beside sibling domains.