| name | godot-genre-puzzle |
| description | 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. |
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
- Observation: Player assesses the level layout and mechanics.
- Experimentation: Player interacts with elements (push, pull, toggle).
- Feedback: Game reacts (door opens, laser blocked).
- Epiphany: Player understands the logic ("Aha!" moment).
- 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.
- Isolation: Level 1 introduces only the new mechanic in a safe room.
- Reinforcement: Level 2 requires using it to solve a trivial problem.
- Combination: Level 3 combines it with previous mechanics.
Common Pitfalls
- Strictness: Requiring pixel-perfect input for logic puzzles. Fix: Use grid snapping or forgiving hitboxes.
- Dead Ends: Allowing the player to get into an unsolvable state without realizing it. Fix: Auto-detect failure or provide a prominent "Reset" button.
- 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