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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Installs
906
Repository
gamedev-skills/…t-skills
GitHub Stars
444
First Seen
Jun 27, 2026
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