mcpbeat

Godot Genre Puzzle

thedivergentai/godot-genre-puzzle

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. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.

10k tokens
context cost
the whole folder, loaded on every use
17
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-puzzle

The instruction itself

17 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

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 ship dual undo authorities; strictly use Godot's built-in UndoRedo via puzzle_undo_manager.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 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/)

> MANDATORY reads before implementing the matching system:

> 1. puzzle_undo_manager.gd — sole undo authority (UndoRedo)

> 2. grid_manager.gd — Vector2i grid as truth

> 3. puzzle_state_validator.gd — soft-lock / win checks on commit

Original Expert Patterns

  • puzzle_undo_manager.gd - Godot UndoRedo wrapper for move do/undo (golden path).

Modular Components

  • grid_manager.gd - Vector2i board state decoupled from SceneTree.
  • grid_tween_mover.gd - Kill-before-recreate Tweens for piece moves.
  • puzzle_state_validator.gd - Win / soft-lock validation after commits.
  • grid_input_manager.gd - Snapped grid input.
  • match_three_logic.gd - Match-3 resolve / cascade helpers.
  • puzzle_pathfinder.gd - AStarGrid2D hints (diagonal_mode).
  • puzzle_saver.gd - Level / snapshot serialization.
  • puzzle_validator.gd - Broader solvability checks.
  • puzzle_history.gd - Thin UndoRedo action helpers (complements undo manager).
  • tile_animator.gd - Tile juice without owning state.
  • shuffle_bag.gd - Fair random piece bags.
  • perspective_overlay.gd - Perspective / overlay puzzles.
  • sleepy_block.gd - Timed / sleeping block mechanic sample.

> Do NOT load command_undo_redo.gd — legacy hand-rolled Command stack superseded by UndoRedo.


Core Loop

  • Observe → 2. Hypothesize → 3. Commit move → 4. Validate → 5. Undo/Reset if needed

Decision Trees

Genre → scripts

| Puzzle type | MANDATORY reads |

|-------------|-----------------|

| Sokoban / push grid | grid_manager.gd, grid_tween_mover.gd, puzzle_undo_manager.gd, puzzle_state_validator.gd |

| Match-3 | match_three_logic.gd, grid_tween_mover.gd, puzzle_undo_manager.gd |

| Physics / spatial | Snap on settle → then same undo/validator path; do not treat rigid bodies as truth |

| Hints / solvers | puzzle_pathfinder.gd (AStarGrid2D.diagonal_mode) |

Undo authority

| Need | Action |

|------|--------|

| Player undo/redo | Only puzzle_undo_manager.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. 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.

How to use it

Copy the folder

Take thedivergentai/godot-genre-puzzle from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.