Build a puzzle where you push crates onto marked spots and can take moves back
Pushing crates on a grid has strict rules: one crate at a time, never into a wall, never pulling. A good version also tells the player when a level can no longer be won and lets them undo. Here is the core, small enough to read in one go.
Why this works
A puzzle is fair when every state is a clean snapshot. Keeping each earlier position untouched makes undo free, and so the player dares to try, which is where the learning happens.
When not to use it
Skip it if you want action, time pressure or levels that change while you play. The calm, fully known grid depends on nothing moving by itself; use a different genre for surprises.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 51 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build a puzzle where you push crates onto marked spots and can take moves back" (read_entry genre-push-crate-puzzle-core-loop) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP