puzzle-mechanic
Skill2 starsChanged 51 days agoApache-2.0View on GitHub
Entry point for designing a puzzle system — the single rule the player learns, the minimal puzzle that teaches it, the escalation ladder that combines it with earlier rules, the "aha" the designer intends, and reference plates for the puzzle objects. Use when the user says "puzzle", "riddle room", "the player has to figure out", or describes a mechanic with a solution.
In this repository74 other files it gives its agents.
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 34
One rule per mechanic: If the card needs two sentences, it is two mechanics.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Puzzle Mechanic
Design a rule, then design the moment the player understands it.
What the user gets
| Deliverable | Format |
| Rule card | one sentence a player could repeat; the objects that carry it; what is not allowed |
| Tutorial puzzle | the smallest configuration that cannot be solved without the rule |
| Escalation ladder | 6–10 puzzles: rule alone → rule + constraint → rule + earlier rule → rule inverted |
| Aha map | for each puzzle: what the player believes going in, what breaks, what they realise |
| Object sheets | puzzle objects via weapon-prop; rooms via environment-scene |
| Solution walkthrough (optional) | 10–20 s video of the intended solve |
Rules this entry enforces
- One rule per mechanic. If the card needs two sentences, it is two mechanics.
- The tutorial has one solution. Any configuration with several solves teaches nothing; the player may finish without learning.
- No text hints. The rule is taught by a room that can only be solved one way, never by a sign.
- Failure is cheap and informative. A wrong attempt should show the player why it was wrong within two seconds.
- The ladder ends by inverting. The last puzzle uses the rule against the player's expectation (the thing you always moved toward must now be avoided).
- Objects are locked assets. The puzzle's pressure plate, cube, mirror or lever looks identical in every room; recognition is part of the design.
Example
Rule: light that touches a wick-flower opens the door it faces; light that
touches a shadow-flower closes it.
Objects: lantern (carriable, 1 per room) · wick-flower · shadow-flower · door
Tutorial: one lantern, one wick-flower facing one door. One solve.
Ladder:
2 two doors, one flower — which door faces it?
3 shadow-flower between lantern and wick-flower — carry the light around
4 two lanterns, one must be left behind
5 a mirror redirects light (new object, same rule)
6 a moving flower — timing
7 the exit door is *behind* a shadow-flower — you must close a door to open it
8 inversion: the door you need is the one you have been avoiding all gameRelated entries
environment-scene— puzzle roomsweapon-prop— puzzle objectsnarrative-choice— puzzles as story branches
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

