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
SceneTreestructure 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_modecorrectly.
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 useResourceLoader.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:
- puzzle_undo_manager.gd — sole undo authority (
UndoRedo)- grid_manager.gd — Vector2i grid as truth
- puzzle_state_validator.gd — soft-lock / win checks on commit
Original Expert Patterns
- puzzle_undo_manager.gd - Godot
UndoRedowrapper 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 -
AStarGrid2Dhints (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.
gdscript## 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.

