genre

Use when

Designing a turn-based, perfect-information puzzle whose fun is out-thinking a hand-authored or generated board.

Grid Puzzle (Sokoban-like)

What it is. A finite grid, a handful of pieces, and one legal-move rulebook. Every board is a knot: a state you must untie in a fixed number of reversible moves. No timer, no dexterity, no hidden information — only the gap between the move that looks right and the move that is.

Player fantasy / why it’s fun. “I saw it.” The click of a solution resolving in your head one beat before your hands move. The puzzle never lies to you; when you lose you were wrong, and being wrong is the whole pleasure.

Pillars

  1. Perfect information, imperfect intuition. Everything is on the board. The difficulty is entirely in the player’s head — the trap is a plausible wrong line, not a hidden fact.
  2. Reversibility. Undo and restart are free and instant. The player experiments toward the answer; punishment is boredom, never lost progress.
  3. The mechanic is the content. One clean rule, milked for every consequence. New pieces teach; they don’t clutter. (Baba Is You is the extreme: the rules themselves are pushable blocks.)

The loop stack

ScaleThe loop
MomentPush a block one tile. Read the new board. Feel the knot loosen or tighten.
EncounterOne level: form a hypothesis → test a line → hit a dead end → see the real line → execute. The “aha” is the encounter payload.
SessionA ramp of 8–15 levels that each introduce or recombine one idea; the last is the boss knot.
MetaLevel packs, star ratings for move-optimality, optional “hard mode” variants of solved boards.

Essential systems

SystemWhy it’s needed
system-onboardingTeach each mechanic by forcing its use in a trivially-solvable board before it appears in a hard one. No text tutorials.
system-difficulty-and-ddaThe pack is a difficulty curve; sequence levels so each isolates one new idea, then combines.
system-save-and-checkpointUndo + restart are the genre’s grace (FUN.md law 5); per-level completion + best-move-count persist.
system-procgen-designOptional: generate-and-solve to mass-produce boards; every generated board must be solver-proven winnable.
system-mastery-curveMove-optimal solutions and hidden variant boards give experts a ceiling above “just solved it.”

Content & difficulty model

Reference wiring: examples/sokoban — the canonical logic/view split, a pure logic.ts Puzzle module driving a scene-tree view; examples/gravewell and examples/seamfold for two more grid-logic variants.

Signature-mechanic seeds

Each is an “X but Y” (process-the-twist) — bend the rule, since the rule is the content.

Common pitfalls

Anchors

Verify

Prove it with FUN.md §1 · Grid puzzle — solver over Puzzle<State,Move> for every level; replay determinism; undo/restart as grace. Design the knot here; prove it solvable there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.