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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,…
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
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