Agent 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.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill puzzle --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/puzzle/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 e

What's inside
Steps it walks through
  1. When to use
  2. Core loop
  3. Must-have systems
  4. Design knobs
  5. Patterns
  6. 1. Board model + match detection (logic separate from visuals)
  7. 2. Resolve → collapse → refill → cascade (repeat to stability)
  8. 3. Undo via state snapshot or command
  9. Pitfalls / failure modes
  10. Composition (build it from these skills)
  11. References
Ships with 1 file
  • references/board-and-resolution.md
More from awesome-gamedev-agent-skills
All skills →
About this skill
What does the puzzle skill do?

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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill puzzle --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going