godot-genre-puzzle

Installation
SKILL.md

Genre: Puzzle

Expert blueprint for puzzle games emphasizing clarity, experimentation, and "Aha!" moments.

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 program custom command history queues manually; strictly use Godot's built-in UndoRedo system for reliability.
  • NEVER intermingle "do" and "undo" logic in the same function; strictly maintain separation for predictable rollbacks.
  • NEVER use exact floating-point equality (==); strictly use is_equal_approx() for spatial constraints.
  • NEVER use load() for resetting large rooms dynamically; strictly use ResourceLoader.load_threaded_request().
  • NEVER leave Tween objects unreferenced; strictly kill active tweens before starting new movement on the same object.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • command_undo_redo.gd - Professional-grade Command Pattern for non-destructive state reversal and experimentation.
  • grid_manager.gd - Decoupled grid logic data structure for raycast-free move validation (Sokoban/Match-3).

Modular Components


Core Loop

  1. Observation: Player assesses the level layout and mechanics.
  2. Experimentation: Player interacts with elements (push, pull, toggle).
  3. Feedback: Game reacts (door opens, laser blocked).
  4. Epiphany: Player understands the logic ("Aha!" moment).
  5. Execution: Player executes the solution to advance.

Skill Chain

Phase Skills Purpose
1. Interaction godot-input-handling, raycasting Clicking, dragging, grid movement
2. Logic command-pattern, state-management Undo/Redo, tracking level state
3. Feedback godot-tweening, juice Visual confirmation of valid moves
4. Progression godot-save-load-systems, level-design Unlocking levels, tracking stars/score
5. Polish ui-minimalism Non-intrusive HUD

Architecture Overview

1. Command Pattern (Undo System)

Essential for puzzle games. Never punish testing.

# command.gd
class_name Command extends RefCounted

func execute() -> void: pass
func undo() -> void: pass

# level_manager.gd
var history: Array[Command] = []
var history_index: int = -1

func commit_command(cmd: Command) -> void:
    # Clear redo history if diverging
    if history_index < history.size() - 1:
        history = history.slice(0, history_index + 1)
        
    cmd.execute()
    history.append(cmd)
    history_index += 1

func undo() -> void:
    if history_index >= 0:
        history[history_index].undo()
        history_index -= 1

2. Grid System (TileMap vs Custom)

For grid-based puzzles (Sokoban), a custom data structure is often better than just reading physics.

# grid_manager.gd
var grid_size: Vector2i = Vector2i(16, 16)
var objects: Dictionary = {} # Vector2i -> Node

func move_object(obj: Node, direction: Vector2i) -> bool:
    var start_pos = grid_pos(obj.position)
    var target_pos = start_pos + direction
    
    if is_wall(target_pos):
        return false
        
    if objects.has(target_pos):
        # Handle pushing logic here
        return false
        
    # Execute move
    objects.erase(start_pos)
    objects[target_pos] = obj
    tween_movement(obj, target_pos)
    return true

Key Mechanics Implementation

Win Condition Checking

Check victory state after every move.

func check_win_condition() -> void:
    for target in targets:
        if not is_satisfied(target):
            return
    
    level_complete.emit()
    save_progress()

Non-Verbal Tutorials

Teach mechanics through level design, not text.

  1. Isolation: Level 1 introduces only the new mechanic in a safe room.
  2. Reinforcement: Level 2 requires using it to solve a trivial problem.
  3. Combination: Level 3 combines it with previous mechanics.

Common Pitfalls

  1. Strictness: Requiring pixel-perfect input for logic puzzles. Fix: Use grid snapping or forgiving hitboxes.
  2. Dead Ends: Allowing the player to get into an unsolvable state without realizing it. Fix: Auto-detect failure or provide a prominent "Reset" button.
  3. Obscurity: Hiding the rules. Fix: Visual feedback must be instant and clear (e.g., a wire lights up when connected).

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

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