puzzle-design

Guides design decisions for daily puzzles and engine-builder game mechanics.

1|Updated Aug 31, 2026
One-click install
npx skills add https://github.com/gagandeepgill/puzzle-game --skill puzzle-design-gagandeepgill
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: puzzle-design
Source: https://github.com/gagandeepgill/puzzle-game/tree/main/.claude/skills/puzzle-design
Command: npx skills add https://github.com/gagandeepgill/puzzle-game --skill puzzle-design-gagandeepgill

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing puzzle and engine-builder mechanics that feel fair and earned is hard: additive scoring feels flat, unpredictable outcomes read as slot machines, and untested balance changes break quota curves. This Skill encodes the design principles distilled from Balatro, Slay the Spire, Wordle, and NYT Connections research so every new part, quota curve, or boss twist is judged against proven criteria. ## Core Features & Use Cases - Mechanic evaluation checklist: Judge any proposed mechanic against five ordered questions covering predictability, interaction depth, positional relevance, bot-verifiability, and mobile legibility. - Balance tuning method: Use lazy-bot and competent-bot harnesses to verify quota curves, treating bot results as the pessimistic bound. - Boss twist and daily puzzle rules: Design Jam rounds that attack the build rather than luck, keep daily seeds comparable, and share performance without spoiling boards. - Use Case: When adding a new part to the Payload engine builder, run it through the checklist to confirm players can predict its consequence, it interacts with at least two existing parts, and the placement preview covers it. ## Quick Start Ask the AI to evaluate a proposed new game part or quota curve change using the puzzle-design principles before implementing it.

Frequently Asked Questions about puzzle-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a balanced engine-builder game mechanic?▼

Judge the mechanic against five ordered questions: can players see its consequence before committing, does it interact with at least two existing parts, does it make position matter more, can a bot verify it does not break the quota curve, and is it legible at cell size on a phone.

How do I tune difficulty curves in a puzzle game?▼

Use two bots rather than inspection: a lazy bot that skips drafts must lose, and a competent bot drafting scalers must win Easy and get close on Hard. Treat bot results as the pessimistic bound since bots underuse advanced combos.

What makes a good boss twist in a roguelike game?▼

A good twist attacks the player's build rather than their luck, like reducing drops or disabling a specific part. Never name a mechanic the player has not met unless a compendium exists to look it up.

Why should puzzle game scoring use multiplication instead of addition?▼

Additive bonuses feel like wages while multiplication feels earned, because the player builds the exponent through their own decisions. Quotas must escalate exponentially so linear additive builds mathematically fail, forcing strategic commitment.

When should a daily puzzle game reject a proposed mechanic?▼

Reject a mechanic when players cannot see its consequence before committing and that cannot be fixed cheaply, or when it is isolated and interacts with no existing parts, adding rules without adding depth.