game__genre--building-puzzle

Build modular grid puzzle frameworks separating game logic from visuals.

1|1|Updated Mar 16, 2026
One-click install
npx skills add https://github.com/erikhazzard/vasir --skill game-genre-building-puzzle
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game__genre--building-puzzle
Source: https://github.com/erikhazzard/vasir/tree/main/.agents/skills/game__genre--building-puzzle
Command: npx skills add https://github.com/erikhazzard/vasir --skill game-genre-building-puzzle

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Grid puzzle game development is often hampered by inconsistent architectures and brittle implementations. This skill provides a robust, modular framework that separates game logic from visuals and handles grid state, cascade resolution, animation sequencing, input, and board management for mobile play.

Core Features & Use Cases

  • Six core modules: GridModel, RuleEngine, PhaseMachine, AnimationSequencer, InputHandler, BoardManager.
  • End-to-end workflow: generate, validate, resolve cascades, animate results, and support hints/undo for grid puzzle games.
  • Use Case: Build a match-3 or sliding puzzle with deterministic state changes and responsive mobile controls.

Quick Start

Create a mobile grid puzzle project using the modular architecture described above.

Frequently Asked Questions about game__genre--building-puzzle

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

FAQPage Schema
How do I separate game logic from visuals in a mobile grid puzzle?

Separate game logic from visuals in a grid puzzle by using a modular architecture with isolated state management and an animation sequencer. This framework keeps core mechanics decoupled from rendering, allowing deterministic state resolution and responsive mobile input handling.

What is the best way to handle match-3 cascade resolution and animation on mobile?

Handle match-3 cascade resolution and animation by using a dedicated phase machine and animation sequencer. This architecture processes end-to-end state validation, resolves gravity cascades deterministically, and sequences visual updates to ensure smooth mobile gameplay.

How do I build a Sokoban-like push puzzle with deterministic state changes?

Build a Sokoban-like push puzzle with deterministic state changes by implementing a modular grid model and rule engine. This framework validates moves, resolves end-to-end state transitions, and supports undo functionality for precise push mechanics on mobile.

Does this grid puzzle framework support touch input and undo mechanics?

Yes, the grid puzzle framework supports touch input and undo mechanics through a dedicated input handler and state resolution workflow. It validates mobile controls, processes end-to-end state changes, and enables hint or undo actions for grid puzzles.

Why do my grid puzzle animations desync from the game state during cascades?

Grid puzzle animations desync from game state during cascades when logic and visuals are tightly coupled. Using a modular framework with an animation sequencer and phase machine ensures deterministic state resolution and synchronizes visual updates with underlying game logic.

Can I use this architecture for sliding puzzles with gravity mechanics?

Yes, you can use this architecture for sliding puzzles with gravity mechanics. The framework's rule engine and grid model support end-to-end state resolution for sliding tiles and gravity cascades, ensuring deterministic state changes across mobile grid puzzle games.