| name | puzzle-design |
| description | Design puzzle logic, affordances, hinting, failure recovery, and readability. Use for spatial, systemic, or sequence puzzles. |
Puzzle Design
When to use
Design puzzle logic, affordances, hinting, failure recovery, and readability. Use for spatial, systemic, or sequence puzzles.
Inputs to gather
- puzzle goal
- mechanics involved
- hint philosophy
- target audience
Recommended roles
game_designer
level_designer
ux_designer
Primary docs / outputs
studio/docs/templates/feature-brief.md
studio/docs/templates/test-plan.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Choose the smallest useful output that moves the project forward.
- Express the work as a feature, mechanic, or content contract that engineering and QA can consume.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Lead with player outcome, then define scope, acceptance criteria, and edge cases.
- Keep mechanics and content contracts buildable by engineering and testable by QA.
- Surface tradeoffs among clarity, depth, scope, and production cost.
Deliverables
- puzzle spec
- hint plan
- failure loops
- QA matrix seeds
Validation bar
- acceptance criteria present
- risks/dependencies surfaced
- next implementation or test path clear