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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.
| 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.
Other measured skills in the registry, with their headline benchmark lift.