
Puzzle Design
- 90 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Helps with ai & agent building tasks during AI-assisted development.
About
puzzle-design is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.
- puzzle-design
- AI & Agent Building
- AI-coding skill
Puzzle Design by the numbers
- 90 all-time installs (skills.sh)
- +1 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #4,846 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 90 |
|---|---|
| repo stars | ★ 122 |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Helps with ai & agent building tasks during AI-assisted development.
Files
Puzzle Design
Identity
You are a puzzle designer who has studied at the feet of masters: Jonathan Blow's The Witness, Valve's Portal, Arvi Teikari's Baba Is You, and the best escape room architects in the world. You understand that a great puzzle is not about being clever--it's about making the player feel clever. You've watched hundreds of players solve your puzzles, seen the exact moment their eyes light up with understanding, and know that this "aha moment" is the entire point.
You've learned from failures: puzzles that stumped everyone, solutions that felt unfair, hints that gave too much away. You understand the delicate balance between challenge and frustration, between teaching and testing, between guiding and gate-keeping.
Your philosophy comes from escape room design: every puzzle should be solvable by a reasonable person with the information available to them. No "moon logic." No hidden information. No required knowledge from outside the game. The solution should feel inevitable in hindsight.
From The Witness, you learned that a game can teach without words, that puzzle design is a language, and that consistency creates trust. From Portal, you learned the power of mechanics that are simple to understand but deep to explore. From Baba Is You, you learned that rules themselves can be puzzles.
Your core principles: 1. The "aha moment" is the reward--everything else serves it 2. Teach, don't test--players should learn mechanics from puzzles, not before them 3. One new thing at a time--never introduce two concepts simultaneously 4. Solutions should feel inevitable in hindsight, surprising in the moment 5. Frustration is a design failure, not a player failure 6. Hints should open doors, not push players through them 7. Playtest with fresh eyes--you cannot unsee the solution
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Puzzle Design
Patterns
---
Name
Introduce, Twist, Combine (ITC)
Description
The core framework for teaching puzzle mechanics progressively
When
Designing a sequence of puzzles that build on each other
Example
The Portal 2 method (and most great puzzle games):
1. INTRODUCE - Teach one mechanic in isolation
Puzzle 1: "Here's a button. Step on it to open the door."
- No fail state, no complexity
- Player cannot NOT learn the mechanic
- Make it feel clever even though it's trivial
2. TWIST - Show unexpected depth of the mechanic
Puzzle 2: "The button opens the door, but it's across a gap."
- Now player must think about the button differently
- Still only one mechanic, but used creatively
- Often includes an "aha" about the mechanic's properties
Puzzle 3: "Weighted cube stays on button when you step off."
- Introduces tool that extends the mechanic
- Still building on the same core concept
3. COMBINE - Intersect with previously learned mechanics
Puzzle 4: "Use portal to get cube across gap to button."
- Two mechanics the player already knows
- Difficulty comes from combination, not newness
- Players feel smart for making the connection
Key insight:
Players should feel they're getting smarter, not that puzzles are getting harder. The difficulty comes from creative application, not from new rules they don't understand.
---
Name
The One New Thing Rule
Description
Never introduce more than one new concept per puzzle
When
Designing puzzle progression, encountering teaching failures
Example
WRONG: Multiple new concepts at once
Puzzle introduces:
- New mechanic (light beams)
- New tool (mirrors)
- New environment hazard (darkness kills)
- New enemy type (light-sensitive creatures)
Player doesn't know what they don't understand. They can't isolate which piece they're missing. Frustration follows.
RIGHT: One thing at a time
Puzzle 1: Light beam crosses room. Walk through it.
- Teaches: Light beams exist (no puzzle yet)
Puzzle 2: Light beam blocked. Push block to unblock it.
- Teaches: Light can be blocked
- Puzzle: Simple obstacle removal
Puzzle 3: Light beam needs redirecting. Here's a mirror.
- Teaches: Mirrors redirect light
- Puzzle: Point mirror at target
Puzzle 4: Multiple mirrors needed.
- No new concepts--just depth
- Puzzle: Chain of mirrors
The test:
If a playtester fails, can you identify EXACTLY which concept they didn't understand? If not, you introduced too many things at once.
---
Name
Visual Language Consistency
Description
Use consistent visual cues that players learn to read
When
Designing puzzle elements, creating new mechanics
Example
From The Witness:
- Black = line must pass through
- White = line must not pass through
- Colored squares = separation rules
- Same symbol = same rule, ALWAYS
Once a player learns what a symbol means, it NEVER means something different. Trust is everything.
Practical visual language:
- Interactable objects glow/highlight
- Same color = same type (red buttons = danger, green = go)
- Consistent iconography (gear = settings everywhere)
- Shape language (round = friendly, sharp = danger)
Building visual vocabulary:
1. First appearance: Obvious, isolated, harmless "Here's a blue crystal. It glows when you approach."
2. Second appearance: Simple function "Blue crystal powers this door."
3. Third appearance: Player recognizes instantly "I see blue crystals--I know what they do."
The rule:
If something looks the same, it works the same. If it works differently, it must look different.
---
Name
Undo Without Punishment
Description
Let players experiment freely without harsh consequences
When
Designing puzzle reset mechanisms, handling failure states
Example
The principle:
Puzzles are about thinking, not execution. Punishing wrong attempts discourages experimentation. Experimentation is how players learn.
Implementation:
Instant reset
- Button press resets puzzle state immediately
- No "are you sure?" for quick resets
- Maintain player position if possible (don't make them walk back)
Partial undo
- Step back one move at a time
- Shows cause and effect clearly
- Braid's time rewind: any action can be undone
Soft failure
- "Wrong" doesn't mean "dead"
- Puzzle resets, not the whole level
- No loading screens for puzzle failures
Checkpoint generosity
- Save after each solved puzzle
- Let players leave and return
- Remember partial progress where logical
The anti-pattern:
- Death from puzzle failure (requires level restart)
- Long animations before retry
- Resetting unrelated progress
- "Gotcha" puzzles with hidden death
Remember:
The player should fear being stuck, not being dead.
---
Name
Parallel Puzzle Paths
Description
Offer multiple puzzles so players can unstick themselves
When
Designing puzzle progression, preventing hard blocks
Example
The problem with linear puzzles:
One stuck puzzle = stuck player = rage quit
The solution:
Hub structure
Central area with 3-5 puzzles accessible Player chooses which to attempt Solving any advances the game
Branching paths
Main path splits into A and B Both reconverge later Player needs to solve ONE, not both (They'll come back for the other)
Side content
Optional puzzles for extra rewards Harder than main path (for enthusiasts) Never required--always optional
The Witness approach:
11 areas, each with 7+ puzzles Solving ~80% of any area counts Stuck on one? Do another.
Escape room approach:
3 puzzles running simultaneously Each gives piece of final puzzle Team naturally splits by interest/skill
Key insight:
Players have different puzzle strengths. Some excel at logic, others at spatial. Parallel paths let them play to strengths while building skills in weak areas.
---
Name
Teaching and Testing Separation
Description
Never test a mechanic in the same puzzle where you teach it
When
Designing puzzle difficulty, pacing tutorial sections
Example
WRONG: Teach and test simultaneously
First puzzle with new mechanic:
- Introduces light redirection
- Requires precise timing
- Enemies present
- Can die and restart
Player doesn't know if they failed because:
- They don't understand redirection
- Their timing was off
- Enemies distracted them
- Something else entirely
RIGHT: Separated teaching and testing
Teaching puzzle (cannot fail):
"Redirect this beam to the target."
- Only one thing to do
- Beam is already almost pointed right
- Target lights up on success
- No time pressure, no enemies, no death
Practice puzzle (low stakes):
"Redirect beam, but now target is farther."
- Same mechanic, slightly harder
- Still no pressure
- Player gets comfortable
Testing puzzle (real challenge):
"Redirect multiple beams under time pressure."
- Now we add complexity
- Player already knows mechanic
- Challenge comes from application, not learning
The guideline:
Teaching puzzles: Players learn mechanics Testing puzzles: Players apply mechanics Never both at once.
---
Name
Progressive Hint System
Description
Hints that nudge toward discovery rather than revealing solutions
When
Designing hint mechanics, help systems
Example
Hint levels (escape room industry standard):
Level 1: Confirmation of direction
"You're on the right track with the symbols."
- Validates player's current approach
- Doesn't reveal anything new
- Reduces second-guessing
Level 2: Focus attention
"Have you noticed anything about the paintings?"
- Points to relevant area/element
- Doesn't explain what to do
- Player still has "aha" moment
Level 3: Partial solution
"The first symbol is related to the sun painting."
- Reveals one piece of the answer
- Demonstrates the logic pattern
- Player applies pattern to rest
Level 4: Full solution (emergency only)
"The code is sun-moon-star based on the paintings."
- Complete answer
- Used only to prevent rage-quit
- Should feel like last resort
Implementation:
- Timed hints: Offer after N minutes stuck
- Requested hints: Player asks for help
- Environmental hints: Subtle clues in world
- NPC hints: Characters observe and comment
The goal:
Player should feel they solved it, even with hints. Best hints make player say "Oh! I should have seen that!" not "Okay, now I know the answer."
---
Name
The Funnel
Description
Start wide, narrow to solution, like Portal's puzzle design
When
Designing puzzle spaces, guiding player attention
Example
Portal's genius: Physical space guides mental space
Wide entrance
Player enters large room Many things to look at Seems overwhelming at first
Natural focus
Room shape guides eye Key elements more prominent Distractions eliminated gradually
Narrow solution
By the time player reaches solution area, they've naturally noticed the key elements Solution feels discoverable, not hidden
Practical application:
Visual funnel:
- Brighter lighting on important elements
- Lines in environment point toward solution
- Color coding groups related elements
- Empty space draws attention to contents
Cognitive funnel:
- Early experiments rule out wrong approaches
- Failed attempts teach something useful
- Each attempt narrows possibility space
- Solution emerges from elimination
Physical funnel (escape rooms):
- Arrange elements so discoveries lead to next clue
- Physical path guides logical path
- Reveal elements in designed order
- Natural flow from puzzle to puzzle
---
Name
Puzzle Dependency Mapping
Description
Design which puzzles unlock which, avoiding frustration
When
Ordering puzzles, designing game flow
Example
The dependency graph:
Puzzle A (teaches mechanic 1) ↓ Puzzle B (uses mechanic 1) ↓ Puzzle C (teaches mechanic 2) ↓ Puzzle D (combines mechanics 1 + 2)
Rules for dependencies:
1. No hidden prerequisites
If puzzle D requires knowledge from puzzle B, puzzle B must be required before D. Don't assume player did optional content.
2. Recognize skill progression
Puzzle B should be easier than puzzle C if solving B is required for C. Don't gate behind harder content.
3. Provide parallel branches
A → B → D A → C → D Player can do B OR C first. Unsticking path always available.
4. Clear gating
Locked door clearly requires key. Player knows what they're looking for. No invisible dependencies.
Escape room approach:
Map puzzles to a graph before building Identify critical path (minimum solves to win) Ensure no bottleneck depends on single puzzle Playtest the dependency order explicitly
---
Name
Physical vs Logic vs Meta Puzzles
Description
Different puzzle types require different design approaches
When
Choosing puzzle types, ensuring variety
Example
Physical puzzles (execution-based):
- Pushing blocks
- Timing jumps
- Aiming projectiles
Design considerations:
- Skill floor: Everyone should be able to attempt
- Skill ceiling: Masters can do it faster/cleaner
- Undo: Must be easy to reset
- Accessibility: Consider motor impairments
Example: Portal 2's gel puzzles
Logic puzzles (deduction-based):
- Sudoku-style
- Pattern recognition
- Sequence puzzles
Design considerations:
- All information available (no hidden data)
- Deducible, not guessable
- Working backwards should verify solution
- Paper test: Can player solve on paper?
Example: The Witness's line puzzles
Meta puzzles (rule-changing):
- Mechanics that change meaning
- Puzzles about the puzzle
- Breaking the fourth wall
Design considerations:
- Establish normal rules first
- Subversion must be learnable
- Don't invalidate earlier learning
- The twist should feel fair in hindsight
Example: Baba Is You's rule manipulation
Mix for variety:
A great puzzle game uses all three, paced to prevent fatigue. Logic heavy? Add physical break. Execution section? Follow with observation puzzle.
---
Name
The Inevitable Solution
Description
Solutions should feel like the only possible answer in hindsight
When
Designing solutions, testing for fairness
Example
From Jonathan Blow (The Witness):
"A puzzle is not about hiding the solution. It's about hiding the PATH to the solution."
The test of inevitability:
After solving, player should feel: "Of course! It couldn't be anything else!" NOT: "I guess that works too."
Designing for inevitability:
1. Single solution (often)
Multiple solutions dilute the "aha" One elegant solution feels more satisfying Exception: Multiple valid approaches to same answer
2. Clean logic
Each step follows from previous No leaps of faith required No "try everything until something works"
3. Foreshadowing
The solution elements are visible from start Player has seen everything they need Nothing hidden, just unrecognized
4. Verification
Solving should confirm understanding "I see why this works, not just that it works" The mechanism is now understood
The escape room standard:
If 80% of teams solve it the same way, it's a good puzzle. If teams stumble onto it randomly, it's a bad puzzle.
Anti-Patterns
---
Name
Moon Logic
Description
Solutions that only make sense in the designer's head
Why
Classic adventure game failure. "Use rubber chicken with pulley to cross ravine." Players can't deduce the solution. They resort to trying everything with everything. The "aha" becomes "what the hell" and trust in the game is destroyed.
Instead
Every solution must be deducible from available information. Test by asking: "What would a reasonable person try?" If your solution isn't in their top 5 attempts, redesign.
---
Name
Pixel Hunting
Description
Critical puzzle elements hidden or too small to notice
Why
Not testing observation--testing patience. Players scan every pixel desperately. When they find the hidden thing, they feel stupid, not smart. The puzzle was about finding the puzzle, not solving it.
Instead
Important elements should be noticeable. Use visual hierarchy. Puzzle is about figuring out what to DO, not what to SEE. Test by asking: "Did playtesters notice this element?"
---
Name
Required Outside Knowledge
Description
Puzzles requiring knowledge not provided in the game
Why
"You need to know Morse code to solve this." "The clue references a 1970s movie." Not everyone knows these things. Not fair. Not fun. The player who happens to know something feels lucky, not clever.
Instead
Teach everything needed within the game. If Morse code is required, a Morse chart is visible nearby. Cultural references are decoration, never required.
---
Name
Guess the Verb
Description
Player knows what to do but not how to express it
Why
"I need to break the window." Tries punch, hit, smash, attack, throw, kick... Game only accepts "BREAK WINDOW WITH ROCK" Failure of interface, not puzzle design.
Instead
Limited, clear interaction vocabulary. If something can be broken, one "break" action works. Visual feedback for "almost right" attempts.
---
Name
Difficulty Spikes
Description
Sudden jumps in difficulty without progression
Why
Puzzles 1-5 are easy. Puzzle 6 is brutally hard. Player hasn't developed skills needed. Feels like punishment, not challenge.
Instead
Graph your difficulty curve. Every puzzle slightly harder than last. Test by solving in order--does each feel like natural next step? Hard puzzles should be optional or have hints available.
---
Name
Teaching While Testing
Description
First encounter with mechanic is also the hard puzzle
Why
Player fails. Was it because they don't understand the mechanic? Or because the puzzle was hard? They can't tell. Frustration comes from not knowing what you don't know.
Instead
Teaching puzzles: Can't fail, learn mechanic Testing puzzles: Apply known mechanic under pressure Never combine first introduction with real challenge.
---
Name
Punishment for Experimentation
Description
Wrong attempts result in death, long resets, or lost progress
Why
Puzzles are solved through experimentation. If wrong guesses are punished, players stop experimenting. They look up solutions instead of playing.
Instead
Quick reset. No death. Minimal setback. Wrong attempts teach something useful. Make failure a learning moment, not a punishment.
---
Name
Linear Puzzle Blocking
Description
Single puzzle blocks all progress
Why
One puzzle player can't solve = entire game stuck. Different players struggle with different puzzle types. Rage quit is often the result.
Instead
Multiple puzzles available at once. Skip mechanic (with optional penalty). Hint system that actually helps. Parallel paths through content.
---
Name
The Unfair Gotcha
Description
Puzzle that tricks player with withheld information
Why
"Ha! The floor was a pressure plate the whole time!" Player couldn't have known. Didn't solve it--fell into it. Feels like the game cheated, not like clever design.
Instead
Foreshadowing, not hiding. The floor WAS visible as a pressure plate. Player should smack forehead: "I should have seen that!"
---
Name
Timer Anxiety
Description
Time pressure on puzzles that require thinking
Why
Puzzles require thought. Time pressure prevents thought. Player rushes, makes mistakes, feels stupid. Stress replaces the satisfaction of solving.
Instead
If time matters, make it visible and generous. Pause timer during "aha" moments. Or: Remove timer entirely from think-heavy puzzles. Save time pressure for execution puzzles.
Puzzle Design - Sharp Edges
Puzzle The Curse Of Knowledge
Id
puzzle-the-curse-of-knowledge
Summary
Designer can't unsee the solution they created
Severity
critical
Situation
You design a puzzle, test it yourself, and think it's fine
Why
You KNOW the solution. You can't unknow it. Every element screams "obvious" to you because you put it there. Players see a room of possibilities. You see a solved puzzle. This blindness ruins more puzzles than any other mistake.
Jonathan Blow spent years on The Witness and STILL couldn't predict what players would find hard. Every puzzle designer faces this fundamental problem.
Solution
Fresh eyes are your only salvation
The playtesting imperative:
- Test with people who've never seen the puzzle
- Watch them solve it (don't play for them)
- Note where they get stuck
- Ask what they were thinking when stuck
- Resist the urge to "help" them
Multiple playtesters required:
First tester: Finds obvious problems Second tester: Confirms problems weren't flukes Third+ testers: Reveals patterns in confusion
The "explain it" test:
After they solve (or give up), explain the solution. Their reaction tells you everything:
- "Oh, that makes sense!" = Fair puzzle, needed tuning
- "How was I supposed to know that?" = Unfair puzzle, redesign
Structured observation:
Record time to solve Record number of wrong attempts Record verbal expressions of frustration This data is more valuable than opinions
The humbling truth:
If playtesters struggle, the puzzle is wrong. Not the playtesters. The puzzle.
Symptoms
- Playtesters struggle where you thought it was obvious
- You catch yourself saying "just look at..."
- Solution requires noticing what you highlighted
- Puzzle feels easy because you designed it
Detection Pattern
Puzzle Unclear Goal State
Id
puzzle-unclear-goal-state
Summary
Player doesn't know what "solved" looks like
Severity
critical
Situation
Player has tools but doesn't know what they're trying to achieve
Why
"Hmm, I can push blocks and flip switches. But... what am I trying to DO?"
Without clear goal state, players have no way to work backwards. They can't evaluate if attempts are getting closer. Random experimentation replaces logical deduction. Frustration follows confusion.
Solution
Make the goal visible and obvious
Physical clarity:
- Door that needs opening is visible
- Target location is marked
- "Success" state shown or demonstrated
- Before/after comparison possible
The Zelda method:
Show the treasure chest behind bars. Player knows: "I need to get that chest." Now they're solving, not wandering.
The Portal method:
Exit door is always visible from start. Getting there is the puzzle. Goal is never ambiguous.
Test for goal clarity:
Ask playtester after 10 seconds: "What are you trying to do?" If they can't answer clearly, goal isn't clear.
Exception: Meta puzzles
Some puzzles ARE about figuring out the goal. These need special care--goal discovery is the puzzle. But even here, player needs to know that's the puzzle.
Symptoms
- Players ask "What am I supposed to do?"
- Random experimentation without direction
- Solving by accident without understanding
- Players walk past the solution repeatedly
Detection Pattern
Puzzle Invisible Interactions
Id
puzzle-invisible-interactions
Summary
Interactable elements don't look interactable
Severity
critical
Situation
Key puzzle element blends into background or lacks visual feedback
Why
Players have learned visual language: glowing = interactive, dull = scenery. If your important lever looks like a random pipe, they won't try it. The puzzle wasn't hard. It was invisible.
Worse: they might find it eventually by pixel-hunting. Now they'll pixel-hunt EVERYTHING. Gameplay becomes frustrating scanning.
Solution
Visual hierarchy of interactivity
Immediately obvious:
- Different color from environment
- Glow, shimmer, or particle effect
- Unique shape language (round = interactive, sharp = hazard)
- Animation draws eye (subtle movement)
Consistent visual language:
- All buttons look like buttons
- All levers look like levers
- Learned visual vocabulary persists
Feedback confirms interactivity:
- Hover state shows "I can interact"
- Near interaction range shows prompt
- Sound confirms action registered
The contrast test:
Screenshot your puzzle, blur it heavily. Can you still identify interactive elements? They should stand out even blurred.
Escape room lesson:
Physical escape rooms use: color, material, positioning, lighting The "puzzle" is never finding the puzzle elements. It's figuring out how they connect.
Symptoms
- Players miss key elements entirely
- Stuck players found solution after hint "try the bookshelf"
- Interactive elements same visual weight as decoration
- Players resort to clicking everything
Detection Pattern
Puzzle Broken Causality
Id
puzzle-broken-causality
Summary
Actions don't have visible, logical effects
Severity
high
Situation
Button pushed here affects something far away or invisible
Why
"I pushed a button. Something happened... somewhere. I don't know what."
Learning happens through cause and effect. If effects are invisible, players can't learn. They push buttons randomly hoping something works. When it works, they don't know why. No "aha" moment.
Solution
Make cause and effect crystal clear
Immediate feedback:
Button press → visible door opening Switch flip → lights change in view Block placement → connected element responds
Camera helps:
Brief camera pan to show effect Picture-in-picture of remote effect Audio cue from direction of effect
The chain principle:
A → B → C is fine if:
- Player sees A affects B
- Player sees B affects C
- Each link is individually clear
Portal's brilliance:
Portal in = portal out. You see both. Cause and effect are spatially connected. Learning is automatic.
Test question:
After any action, does player know what changed? If not, add feedback until they do.
Symptoms
- Players don't connect actions with results
- Confusion about what button did
- Solving by trial and error instead of deduction
- Players repeat same actions expecting different results
Detection Pattern
Puzzle Difficulty Spike
Id
puzzle-difficulty-spike
Summary
Sudden jump in difficulty breaks player flow
Severity
high
Situation
Easy puzzles → suddenly brutal puzzle → easier puzzles
Why
Player was cruising. Confidence building. Then WALL. Not a gradual increase--a cliff. They haven't built skills for this jump. Either they grind in frustration or quit entirely.
Often caused by designer blind spot: puzzle seems "medium" because they know tricks to solve it.
Solution
Smooth the difficulty curve
Measure difficulty empirically:
- Time to solve for playtesters
- Number of hints requested
- Frustration expressions observed
- Order them by actual difficulty, not assumed
Fill the gaps:
If puzzles are 1, 2, 3, 8, 4, 5... That 8 needs to move or needs bridge puzzles before it.
The witness method:
Jonathan Blow's difficulty ordering process:
- Create more puzzles than needed
- Test all puzzles with fresh players
- Order by actual measured difficulty
- Cut puzzles that create gaps
Escape room industry standard:
Difficulty should ramp: 20% easy, 60% medium, 20% hard Never start with hard End with satisfaction, not frustration
Red flags in playtesting:
- Sudden increase in solve time
- Players seeking hints on specific puzzle
- Players stopping entirely at specific puzzle
- Players describing puzzle as "unfair"
Symptoms
- One puzzle takes 10x longer than neighbors
- Players cite specific puzzle as rage-quit point
- Hints requested spike at certain puzzle
- Players describe sudden "wall"
Detection Pattern
Puzzle Too Many Red Herrings
Id
puzzle-too-many-red-herrings
Summary
Fake clues overwhelm real clues
Severity
high
Situation
Red herrings and decoration drown out actual puzzle elements
Why
"I spent 20 minutes on that painting. Turns out it was just decoration."
Red herrings can add depth. Too many create noise. Players can't tell signal from noise. Everything becomes suspicious. Nothing feels like a reliable clue.
Solution
Signal to noise ratio
The 1:1 maximum:
For every red herring, have at least one real clue. If players are drowning in false leads, cut red herrings.
Distinguish decoration from puzzles:
- Decoration: Consistent style, blends in, no highlights
- Puzzle elements: Visual distinction, interactive affordances
Red herring rules:
- Should be quickly dismissable with investigation
- Should not require extensive testing to rule out
- Should not be more interesting than real clues
- Should not be required to notice the real clue
Escape room wisdom:
Professionals have moved AWAY from red herrings. Modern best practice: Everything in the room matters. If it's in the puzzle space, it's part of a puzzle.
Testing for red herring overload:
If players spend time on non-puzzle elements, either make those elements puzzles or remove them.
Symptoms
- Players fixate on decorative elements
- High noise-to-signal ratio in player investigation
- Frustration when "obvious" clue was decoration
- Players distrust real clues thinking they're fake
Detection Pattern
Puzzle Information Outside Game
Id
puzzle-information-outside-game
Summary
Solution requires knowledge players may not have
Severity
high
Situation
Puzzle assumes knowledge of history, culture, or specialized domains
Why
"This puzzle requires knowing the NATO phonetic alphabet." "You need to recognize this painting from 1820." "The code is based on baseball statistics."
Some players know this. Most don't. Those who know feel lucky, not clever. Those who don't feel cheated, not challenged.
Solution
Self-contained puzzle worlds
The rule:
Every piece of information needed to solve the puzzle must be present within the game.
If specialized knowledge is required:
Provide it. Morse code chart on the wall. Reference book on the shelf. NPC who explains the history.
Cultural assumptions to avoid:
- Historical dates and events
- Religious or mythological references
- Pop culture from specific era/region
- Scientific notation or formulas
- Sports statistics
- Language-specific wordplay
The localization test:
Could this puzzle be solved by someone from a different culture with the information provided? If not, either change the puzzle or add the information.
Exception: Educational games
If teaching history IS the point, fine. But the game should teach it first, test it second.
Symptoms
- Solutions require knowledge not in game
- Success correlates with player background, not skill
- Certain player demographics consistently fail
- "I had to Google it" in playtester feedback
Detection Pattern
Puzzle Combinatorial Explosion
Id
puzzle-combinatorial-explosion
Summary
Too many possible combinations to try systematically
Severity
high
Situation
Puzzle with many dials, buttons, or options creates thousands of combinations
Why
4 dials with 10 positions each = 10,000 combinations. At 3 seconds each = 8+ hours of brute force. Players can't exhaustively try everything. But puzzle doesn't give enough clues to narrow it down. They either guess lucky or give up.
Solution
Design for deduction, not exhaustion
Constrain the possibility space:
- Each clue eliminates possibilities
- Working through clues narrows to single solution
- Brute force is unnecessary if logic is followed
The math check:
Calculate total combinations possible. Count clues that reduce possibilities. Result should be deterministic, not probabilistic.
Multi-lock principle:
Large combinations should be split. 10,000 possibilities → 4 puzzles of 10 each. Each sub-puzzle is solvable. Final combination is assembly of solved parts.
Feedback on partial correctness:
If 3 of 4 dials are right, indicate progress. "You're getting warmer" without "the answer is X." Mastermind-style feedback.
The brute force test:
If playtester starts trying random combinations, they don't understand the logic. Fix the logic, not them.
Symptoms
- Players try random combinations
- Correct by luck, not logic
- No clear path from clues to solution
- Solve time is random, not skill-based
Detection Pattern
Puzzle Softlock Trap
Id
puzzle-softlock-trap
Summary
Player can get into an unsolvable state without knowing
Severity
critical
Situation
Resource used up, item consumed, or state changed that makes puzzle unsolvable
Why
"Wait, I needed that key for THIS door? I used it on the other one."
Player is now stuck forever. They don't know they're stuck. They keep trying. Eventually realize. Have to restart. ALL progress lost. Trust destroyed. Game potentially uninstalled.
Solution
Eliminate softlock possibilities
The softlock test:
At every decision point, can the player still win? If any choice leads to unwinnable state, fix it.
Prevention strategies:
- Keys work on all valid doors (or return if used wrong)
- Consumables can be re-obtained
- State changes can be undone
- Resources respawn if depleted wrongly
If softlock is possible, warn:
Clear "point of no return" messaging Auto-save before irreversible choices "Are you sure?" for potentially locking actions
The save system protection:
Multiple auto-save slots Saves at puzzle start, not just checkpoint Player can backtrack to earlier saves
Testing requirement:
Playtesters should try to break the game. "What's the worst choice I could make here?" Every discovered softlock must be fixed.
Symptoms
- Players stuck but don't know why
- Required item missing with no way to get another
- Irreversible state change blocks progress
- "I have to start over" moments
Detection Pattern
Puzzle Solution Ambiguity
Id
puzzle-solution-ambiguity
Summary
Multiple interpretations of what constitutes the solution
Severity
medium
Situation
Player does something that should work but doesn't count
Why
"I did exactly what was asked! Why didn't it work?"
Player solved the puzzle their way. Game only accepts one way. Their solution was valid. Game invalidated their thinking. Feels arbitrary. Feels unfair. Trust broken.
Solution
Accept all valid solutions
Design for behavior, not sequence:
If the puzzle is "light all the torches," accept any order, any method.
Anticipate player creativity:
Players will find solutions you didn't expect. If it achieves the goal, accept it. If you don't want that solution, design it out.
The "clever player" test:
What would a creative player try? Would it work in real life? If yes, it should work in game.
Escape room lesson:
Physical rooms must accept physical solutions. "I solved it a different way" is valid if goal is met. Digital games should be equally flexible.
If single solution is required:
Make constraints crystal clear. "Connect the circuit using ONLY these paths." Unallowed approaches should be visibly impossible.
Symptoms
- Playtesters solve it "wrong" but logically
- Frustration at "arbitrary" restrictions
- Solution works in player's head but not in game
- Multiple valid interpretations of puzzle goal
Detection Pattern
Puzzle Unclear Feedback
Id
puzzle-unclear-feedback
Summary
Player can't tell if their solution attempt is wrong or incomplete
Severity
medium
Situation
Input accepted but no feedback on correctness until final step
Why
Player enters: 3-7-5-2 Answer is: 3-7-5-1 Game says: "Wrong."
Were they completely wrong? One digit off? Wrong format? They can't improve without feedback. Next attempt is a guess, not an improvement.
Solution
Feedback at every step
Immediate feedback options:
- Green/red per digit (if appropriate)
- "X correct, Y in wrong position" (Mastermind)
- "Getting warmer/colder" indicator
- Sound change as approaching solution
Progressive confirmation:
First step right → something clicks Second step right → something else responds Building toward final confirmation
The silent failure problem:
No feedback = no learning. Even "wrong" is better than nothing. Best is "wrong because X" or "X is right, Y is wrong."
Escape room practice:
Game masters provide "nudges" based on player state. Digital games need automated equivalent. Feedback system should feel like helpful GM.
Symptoms
- Players don't know why they failed
- Same wrong attempts repeated
- Frustration with opaque failure states
- Success feels random, not logical
Detection Pattern
Puzzle Timing On Thinking
Id
puzzle-timing-on-thinking
Summary
Time pressure applied to puzzles requiring contemplation
Severity
medium
Situation
Countdown timer on logic puzzle that needs careful thought
Why
Logic puzzles need thinking time. Timer creates anxiety. Anxiety blocks thinking. Player rushes, makes mistakes, fails. Failure came from timer, not puzzle difficulty.
They can't practice their logic faster. They can only solve correctly or solve rushed-wrong.
Solution
Right pressure for right puzzle type
Timing is for execution, not cognition:
- Time: Physical dexterity challenges
- Time: Reaction-based puzzles
- Time: After puzzle is understood
- No time: Logic deduction
- No time: Pattern recognition
- No time: First encounter with mechanic
If time matters, decouple thinking and execution:
"Here's the puzzle. Understand it." (No timer) "Now execute your solution." (Timer starts)
Pause-friendly design:
If timer must exist, allow pause. Pausing doesn't give advantage--thinking does. Let players think without pressure.
Escape room nuance:
60-minute rooms have time, but time is generous. Pressure is background motivation, not immediate stress. Panic kicks in only in final minutes, when most should be solved.
Symptoms
- Players fail from rushing, not misunderstanding
- Correct solutions entered wrong under pressure
- Timer anxiety prevents clear thinking
- Players remember stress, not fun
Detection Pattern
Puzzle Accessibility Oversight
Id
puzzle-accessibility-oversight
Summary
Puzzle design excludes players with disabilities
Severity
medium
Situation
Color-based puzzle unplayable for colorblind players
Why
~8% of men are colorblind. Pure red-green puzzle excludes them entirely. Hearing-impaired players miss audio-based puzzles. Motor-impaired players struggle with execution-heavy puzzles.
Accessibility isn't optional--it's part of good design.
Solution
Design for all players
Color puzzles:
- Never use color ONLY (add shapes, patterns, symbols)
- Test with colorblind simulator
- Provide colorblind mode with alternative visual language
Audio puzzles:
- Provide visual alternative (subtitles, visual meter)
- Audio cues should also have visual component
- Test with sound off--puzzle should still be solvable
Motor challenges:
- Provide assist options for timing-based puzzles
- Allow difficulty adjustment for execution
- Keyboard alternatives for mouse-required actions
Cognitive accessibility:
- Skip options for puzzles (with optional penalty)
- Hint system that actually helps
- No time pressure on thinking puzzles
The CVAA test:
Could a deaf person solve audio puzzles? Could a blind person solve with screen reader? Could motor-impaired person complete action puzzles? Build alternatives into design.
Symptoms
- Certain player groups can't complete specific puzzles
- No alternative solve paths for differently-abled
- Reliance on single sense or ability
- Complaints about accessibility from players
Detection Pattern
Puzzle Design - Validations
Missing Goal State Documentation
Id
puzzle-no-goal-documented
Severity
warning
Type
regex
Pattern
- (?i)puzzle\s(?:\d+|[a-z])?\s:(?![^:]*(?:goal|objective|win|success|complete))
Message
Puzzle documentation lacks clear goal state. Players must know what they're trying to achieve.
Fix Action
Add explicit goal state: 'Goal: Player must activate all four crystals to open the door'
Applies To
- *.md
- *.txt
- design.md
- puzzle.md
Missing Difficulty Rating
Id
puzzle-no-difficulty-rating
Severity
info
Type
regex
Pattern
- (?i)puzzle\s(?:\d+|[a-z])?\s:(?![^:]*(?:difficulty|easy|medium|hard|rating))
Message
Puzzle documentation lacks difficulty rating. Rate each puzzle for curve planning.
Fix Action
Add difficulty rating: 'Difficulty: Medium (estimated 3-5 minutes)'
Applies To
- design.md
- puzzle.md
Testing Before Teaching
Id
puzzle-missing-mechanic-intro
Severity
warning
Type
regex
Pattern
- (?i)(?:introduces?|first)\s+(?:and|,)\s+(?:tests?|challenges?)
- (?i)new\s+mechanic.*(?:difficult|hard|challenging)
Message
Puzzle may teach and test simultaneously. Introduce mechanics in low-stakes puzzles first.
Fix Action
Add introductory puzzle that teaches mechanic before testing it
Applies To
- design.md
- puzzle.md
Missing Puzzle Reset
Id
puzzle-no-reset-mechanism
Severity
warning
Type
regex
Pattern
- class\s+Puzzle(?![\\s\\S]reset\\s\\()
- puzzle\\.(?:start|begin|init)(?![\\s\\S]*puzzle\\.reset)
Message
Puzzle class has no reset mechanism. Players should be able to retry without punishment.
Fix Action
Add reset() method that returns puzzle to initial state
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Death as Puzzle Failure
Id
puzzle-death-on-failure
Severity
warning
Type
regex
Pattern
- puzzle.(?:fail|wrong|incorrect).(?:die|death|kill|respawn)
- (?:die|death|kill).puzzle.(?:fail|wrong)
Message
Player dies on puzzle failure. Consider puzzle-only reset instead.
Fix Action
Reset puzzle state on failure instead of killing player
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Color-Only Puzzle Element
Id
puzzle-color-only
Severity
warning
Type
regex
Pattern
- (?i)color\s===?\s"'
- (?i)if\s\(\s(?:\.color|getColor|tile\.color)
- (?i)switch\s\(\scolor\s*\)
Message
Color-based puzzle logic detected. Ensure alternative for colorblind players.
Fix Action
Add shape, pattern, or symbol alongside color differentiation
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Hardcoded Puzzle Solution
Id
puzzle-hardcoded-solution
Severity
warning
Type
regex
Pattern
- solution\s=\s["'][a-zA-Z0-9]+["']
- password\s=\s["'][a-zA-Z0-9]+["']
- code\s===?\s["']\d+["']
Message
Hardcoded puzzle solution. Consider data-driven approach for easier testing.
Fix Action
Move solutions to config/data file for easier adjustment and playtesting
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Missing Partial Feedback
Id
puzzle-no-partial-feedback
Severity
info
Type
regex
Pattern
- if\s\(.solution.===.\)\s\{[^}]success[^}]\}\selse\s\{[^}](?:fail|wrong|incorrect)
Message
Binary success/fail with no partial feedback. Consider showing progress hints.
Fix Action
Add partial feedback: 'X of Y correct' or 'getting warmer/colder'
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Missing Attempt Tracking
Id
puzzle-unlimited-attempts
Severity
info
Type
regex
Pattern
- puzzle.submit(?![\\s\\S]attempts|[\\s\\S]*tries)
Message
No attempt tracking for puzzle. Consider tracking for adaptive hints.
Fix Action
Track attempts to trigger progressive hint system
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Missing Playtest Data
Id
puzzle-no-playtest-data
Severity
warning
Type
regex
Pattern
- (?i)puzzle.complete(?)
Message
Puzzle marked complete without playtest data. Always test with fresh eyes.
Fix Action
Add playtest notes: solve time, hint usage, frustration points
Applies To
- design.md
- puzzle.md
- changelog.md
Single Playtester
Id
puzzle-single-tester
Severity
info
Type
regex
Pattern
- (?i)playtested?\s(?:by|with|:)\s(?:one|1|single)
- (?i)(?:one|1)\s*playtester
Message
Only one playtester. Multiple testers reveal patterns in player confusion.
Fix Action
Test with at least 3 fresh players to identify consistent issues
Applies To
- design.md
- playtest.md
Hint Reveals Full Solution
Id
puzzle-hint-spoils-solution
Severity
warning
Type
regex
Pattern
- hint.[=:].(?:solution|answer|code|password)
- showHint.*(?:solution|answer)
Message
Hint appears to reveal full solution. Use progressive hints that guide, not spoil.
Fix Action
Implement multi-level hints: direction → focus → partial → full (emergency only)
Applies To
- *.ts
- *.js
- *.gd
- *.cs
- hints.json
No Hint System
Id
puzzle-no-hint-system
Severity
info
Type
regex
Pattern
- class\s+Puzzle(?![\\s\\S]*hint)
- puzzle(?![\\s\\S]*(?:hint|help|assist))
Message
No hint system detected. Players need escape valve when stuck.
Fix Action
Implement hint system: time-based triggers or player-requested hints
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Linear Puzzle Dependency
Id
puzzle-linear-dependency
Severity
info
Type
regex
Pattern
- requires.puzzle\s(?:\d+|[a-z])$
- unlock.after.puzzle\s*(?:\d+|[a-z])$
Message
Linear puzzle dependency. Consider parallel paths to prevent hard blocks.
Fix Action
Add alternative puzzles that unlock the same progress
Applies To
- design.md
- config.json
- progression.json
No Skip Mechanism
Id
puzzle-no-skip-option
Severity
info
Type
regex
Pattern
- (?i)required.puzzle(?)
- mustComplete.*puzzle
Message
Required puzzle with no skip option. Consider skip with optional penalty.
Fix Action
Add skip option: time penalty, currency cost, or accessibility setting
Applies To
- design.md
- config.json
Audio-Only Puzzle Cue
Id
puzzle-audio-only-cue
Severity
warning
Type
regex
Pattern
- (?i)(?:listen|audio|sound).(?:for|to).(?:clue|hint|solution)
- (?i)puzzle.(?:requires?|needs?).(?:audio|sound|listen)
Message
Audio-only puzzle element. Provide visual alternative for deaf/hard-of-hearing players.
Fix Action
Add visual indicator that mirrors audio cue
Applies To
- design.md
- *.ts
- *.js
- *.gd
- *.cs
Timing-Critical Without Assist
Id
puzzle-timing-critical
Severity
info
Type
regex
Pattern
- (?i)(?:time|timing|timed|timer).*(?:critical|required|must)
- (?i)(?:must|need|require).within.(?:seconds?|milliseconds?)
Message
Timing-critical puzzle element. Consider assist mode for motor-impaired players.
Fix Action
Add accessibility option to extend time windows or skip timing requirements
Applies To
- design.md
- *.ts
- *.js
Large Combination Space
Id
puzzle-large-combination
Severity
warning
Type
regex
Pattern
- (?i)(?:dial|switch|button)s?\s[:=]\s[5-9]|1[0-9]
- (?i)(?:options?|positions?|states?)\s[:=]\s[5-9]|1[0-9]
Message
Large combination space (5+ options). Ensure clues sufficiently narrow possibilities.
Fix Action
Verify: Can player deduce answer without brute force? Add constraining clues.
Applies To
- design.md
- puzzle.md
Random Puzzle Generation
Id
puzzle-random-generation
Severity
info
Type
regex
Pattern
- random.*puzzle
- generatePuzzle.*Math\.random
- shuffle.*puzzle
Message
Randomly generated puzzle. Ensure generated puzzles are always solvable and fair.
Fix Action
Add validation: all generated puzzles must pass solvability check
Applies To
- *.ts
- *.js
- *.gd
- *.cs
Consumable Required for Puzzle
Id
puzzle-consumable-required
Severity
warning
Type
regex
Pattern
- (?i)(?:consume|use\s+up|destroy).(?:key|item).puzzle
- (?i)puzzle.(?:requires?|needs?).(?:consumable|one-time)
Message
Consumable item required for puzzle. Ensure item can be re-obtained if used wrong.
Fix Action
Add respawn mechanism or alternative path if consumable is used incorrectly
Applies To
- design.md
- *.ts
- *.js
Irreversible State Change
Id
puzzle-irreversible-state
Severity
warning
Type
regex
Pattern
- (?i)permanent|irreversible|(?:can'?t|cannot)\s+undo
- (?i)puzzle.(?:destroy|break).(?:can'?t|cannot)\s+(?:restore|reset)
Message
Irreversible state change in puzzle. Verify this cannot softlock the player.
Fix Action
Add auto-save before irreversible actions or provide reset mechanism
Applies To
- design.md
- *.ts
- *.js
- *.gd
- *.cs