puzzle

puzzle is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 54 tokens per session (1,715 once invoked), scanned A, original, Apache-2.0.

A design and implementation guide for grid-based puzzle games, where players change a board through discrete moves and rules resolve the result.

In plain words
What is it for?
Building match-3, Sokoban, sliding, and logic-grid games with move input, matching or pushing rules, cascades, scoring, undo, levels, and solvability checks.
Why use it?
It helps keep board changes predictable and puzzle behavior fair and testable.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Building match-3, Sokoban, sliding, and logic-grid games with move input, matching or pushing rules, cascades, scoring, undo, levels, and solvability checks.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill puzzle
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for puzzle

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for puzzle

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/puzzle.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,715 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.01715
Opus 5 $0.00027 $0.00857
Sonnet 5 $0.00011 $0.00343
Haiku 4.5 $0.00005 $0.00171

Measured 13d ago against content hash a2f40c5c684b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

puzzle scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/genres/puzzle/SKILL.md · 142 lines

How it starts

The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the board → plan a move → make the move → the board resolves by its rules (match, push, fall, fill, cascade) → see progress toward the objective → repeat until solved/failed. The fun is the planning; the engine's job is to resolve each move deterministically and present it clearly.

Must-have systems

  1. Board model — a grid of cells holding pieces; the single source of truth (logic, not visuals).
  2. Move input — swap, push, drag, rotate, or place; validate legality before applying.
  3. Rule resolution — detect and apply the genre's rule (matches, pushes, logic) until stable.
  4. Cascades/chains — when resolution changes the board, re-resolve until no more changes.
  5. Objectives + scoring — win/lose conditions (score, clear all, reach goal); move/time limits.
  6. Undo — revert the last move (and its resolution) exactly; essential for thinky puzzles.
  7. Level progression + (often) generation — hand-authored or generated solvable boards.
  8. Feedback ("juice") — clear, satisfying animation/sound for matches, falls, and chains.

Read the full file on GitHub · 142 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 142 lines · 54 tokens per session scan A a2f40c5c684b

Subscribe to this mod's changes

puzzle is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 54 tokens to every session and 1,715 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.