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Get Started Free →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.
.claude/skills/gamedev-skills-puzzle/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-15 | ✗→✓ | ▲ Improved | 23% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 61% | 0% |
| case-11 | ✓→✓ | = Same ✓ | 42% | 0% |
| case-17 | ✓→✓ | = Same ✓ | 62% | 0% |
| case-02 | ✓→✓ | = Same ✓ | 100% | 0% |
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.
resolves by rules: match-3/tile-matching, sokoban/block-pusher, sliding puzzle, logic grid.
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). |
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
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
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.
the single source of truth; the view only renders it.
(Pattern 2).
state, or make the move fully invertible.
from a known solution backward (refs).
and shuffle or end the level (refs).
board is stable.
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.sokoban/rule-based puzzles, undo strategies, solvable generation, and scoring, read references/board-and-resolution.md.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | pass→pass | 16,123 | 15,060 | -7% | 1 | 1 | 0% | 2,800 | 4,498 | +61% | 0 | 0 | — |
case-11 | pass→pass | 13,931 | 9,246 | -34% | 1 | 1 | 0% | 2,273 | 3,221 | +42% | 0 | 0 | — |
case-17 | pass→pass | 9,551 | 5,917 | -38% | 1 | 1 | 0% | 1,726 | 2,791 | +62% | 0 | 0 | — |
case-05 | fail→fail | 13,594 | 12,561 | -8% | 1 | 1 | 0% | 2,119 | 3,603 | +70% | 0 | 0 | — |
case-02 | pass→pass | 11,333 | 10,951 | -3% | 1 | 1 | 0% | 1,801 | 3,594 | +100% | 0 | 0 | — |
case-06 | pass→pass | 13,441 | 10,402 | -23% | 1 | 1 | 0% | 2,132 | 3,581 | +68% | 0 | 0 | — |
case-03 | pass→pass | 14,180 | 12,686 | -11% | 1 | 1 | 0% | 2,353 | 3,883 | +65% | 0 | 0 | — |
case-04 | pass→pass | 12,323 | 9,686 | -21% | 1 | 1 | 0% | 1,890 | 3,270 | +73% | 0 | 0 | — |
case-07 | pass→pass | 14,093 | 12,253 | -13% | 1 | 1 | 0% | 2,286 | 3,668 | +60% | 0 | 0 | — |
case-08 | pass→pass | 16,669 | 15,451 | -7% | 1 | 1 | 0% | 2,966 | 4,453 | +50% | 0 | 0 | — |
case-09 | pass→pass | 10,937 | 7,252 | -34% | 1 | 1 | 0% | 1,671 | 2,880 | +72% | 0 | 0 | — |
case-10 | pass→pass | 13,136 | 9,052 | -31% | 1 | 1 | 0% | 2,087 | 3,202 | +53% | 0 | 0 | — |
case-12 | pass→pass | 10,728 | 10,222 | -5% | 1 | 1 | 0% | 1,688 | 3,234 | +92% | 0 | 0 | — |
case-13 | fail→fail | 18,272 | 19,546 | +7% | 1 | 1 | 0% | 3,203 | 5,249 | +64% | 0 | 0 | — |
case-14 | pass→pass | 18,382 | 15,512 | -16% | 1 | 1 | 0% | 2,856 | 4,209 | +47% | 0 | 0 | — |
case-15 | fail→pass | 16,553 | 12,027 | -27% | 1 | 1 | 0% | 3,159 | 3,890 | +23% | 0 | 0 | — |
case-16 | pass→pass | 7,326 | 4,389 | -40% | 1 | 1 | 0% | 1,295 | 2,483 | +92% | 0 | 0 | — |
case-18 | pass→pass | 3,094 | 2,157 | -30% | 1 | 1 | 0% | 427 | 2,073 | +385% | 0 | 0 | — |
case-19 | pass→pass | 18,560 | 13,746 | -26% | 1 | 1 | 0% | 2,667 | 3,851 | +44% | 0 | 0 | — |
case-20 | pass→pass | 11,201 | 9,144 | -18% | 1 | 1 | 0% | 1,899 | 3,236 | +70% | 0 | 0 | — |
case-21 | pass→pass | 18,310 | 12,651 | -31% | 1 | 1 | 0% | 3,060 | 4,014 | +31% | 0 | 0 | — |
case-22 | pass→pass | 15,162 | 20,439 | +35% | 1 | 1 | 0% | 2,836 | 5,798 | +104% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +5 percentage points is the difference between those two pass rates over the 22 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.