Simple States: Lights & Switches, Doors & Lights Out No-Code Puzzle Generator
Living Failure
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Generate switch & door logic puzzles in 4 modes, solved exactly: combinations, ordered chains with traps, Lights Out with paintable pattern goals, 3-state Trilight. Par on every board. Demo included.Hand-wiring switches to doors, then testing every press order to make sure the room isn't broken?Generate the puzzles instead — solved, counted, and rated, board after board.OFFLINE DOCUMENTATION HERE!Simple States is a logic-puzzle toolkit with four modes in one workflow. It builds switch-and-state boards, solves each one EXACTLY — how many solutions, the shortest, every switch's role — and hands them to you as ready-to-use assets. You bring the scene, input, and art — it handles the logic.FOUR WAYS TO PLAY- CLASSIC — every switch toggles a set of states. Find the right COMBINATION; order never matters. The deduction lives in the states that several switches share.- ORDERED — switches unlock in a chain: find the ORDER. Decoy switches hide the path, and traps punish wrong guesses.- LIGHTS OUT — the timeless grid puzzle: every cell is a light AND a button, one press flips it and its neighbours. Light the whole grid — or don't (see below).- TRILIGHT — the three-state twist: cells cycle off, dim, bright, and a press bumps a cell AND its neighbours one step. Bright wraps to off, so some cells need TWO presses. Same exact math, a genuinely different head-space.PATTERN GOALS — PAINT THE TARGETThe grid modes' target is yours to author.- ALL LIT — the classic goal. ALL DARK — blackout: turn everything off.- PATTERN — click-paint the goal shape in the editor: a heart, an arrow, a letter, your logo. The player must light exactly those cells.- Any pattern is solvable BY CONSTRUCTION — the board is scrambled backwards from the target itself, so the guarantee never weakens.- The demo marks target cells right on the board and adapts its objective and counters.TRAPS — WRONG TRIES THAT COST WORKThe ordered mode's signature trick.- Trap switches turn a state back OFF when pressed — a wrong guess undoes real progress.- Every trapped board is proven recoverable: an exhaustive check guarantees the goal stays reachable from every state the player can reach. Wrong presses cost work — never the win.- Dial them per board: off, allowed, or required.SOLVED EXACTLY — NOT SAMPLEDThe part most generators skip.- Exhaustive solving up to 16 switches; GF(2) linear algebra beyond — a 56-cell Lights Out grid analyzes instantly. Trilight gets the same treatment over mod-3.- EXACT solution counts. Ship "one right answer" levels and know it.- Every switch classified: required, optional, or pure decoy.- Difficulty rated 1–5 stars from a calibrated challenge score.- PAR ON EVERY BOARD — the proven minimum press count ships in the data. The demo scores every solve against it, golf-style, and its auto-solver always lands exactly on par.X-RAY EVERY BOARD- Readable rules ("Switch 1 turns on State 2 and State 4"), the best solution, and a press-by-press preview of every state.- All solutions, rule diagnostics (overlaps, dominant switches, duplicates), warnings, design notes, and an honest generation report — if constraints couldn't be met, it says so instead of shipping a degraded board quietly.- Grid boards get a board view: lit cells and solution presses for Lights Out, value digits with press-count badges for Trilight, plus a target preview for pattern goals.GENERATE YOUR WAY- One no-code window drives all four modes: presets, auto-tune, batch generation, goal painting, and guardrail warnings that catch impossible setting combos before you click.- Save single puzzles or full packs as assets; Verify and Re-roll saved boards straight from the inspector, undoably.- Reproduce any board from a short seed — share the seed, not the data.- Or generate at runtime from code — endless and daily modes in a few lines.PLAY IT RIGHT AWAY- A complete, ready-to-play demo: landing menu with all four modes, curated packs or endless random boards, a HUD with live counters, presses-vs-par and difficulty, a step-by-step auto-solver, and synthesized sound (no audio files).- Renders in Built-in, URP, and HDRP with no material conversion.- Trilight cells physically rise a step per state, so off / dim / bright reads by height as well as tint.- Skin it by dragging prefabs onto two slots — or read it as clean example code: the game logic carries zero UI code.DROP IT INTO YOUR GAME- The core has no dependencies. A classic board is three lines of state: XOR the switch's mask, compare to the goal.- A ready-made referee (load / press / reset / auto-solve + events) if you want it; raw bitmask data if you don't.- Built for escape-room switch rooms, dungeon door-and-lever puzzles, hacking minigames, or a pure puzzle app.INCLUDES- A ready-to-play demo scene (all four modes, Canvas menu + HUD)- One Generate window for all modes, with presets, goal painting, and a full analysis pane- Verify / Re-roll inspectors for saved puzzles and packs- Full HTML documentation (multi-page and single-page), README, CHANGELOG- One-click demo builders- Unity 6000.3 or later- Core (generation, solving, analysis, data, ScriptableObjects): no package dependencies; works in Built-in, URP, and HDRP- Demo & editor tooling: Input System + TextMeshPro packages; the demo renders on any pipeline (primitives tinted via MaterialPropertyBlock — no material conversion)- 3 assembly definitions: SimpleStates (core), SimpleStates.Demo, SimpleStates.Editor- Classic & Ordered: 3–8 doors and plates; Lights Out & Trilight: grids up to 56 cells (e.g. 7×8)- Exact solvers: exhaustive subset enumeration (≤16 plates), GF(2) Gaussian elimination (big boards), mod-3 Gaussian elimination (Trilight), BFS sequence solving (ordered) — solution counts are exact, never sampled- Pattern goals (all lit / all dark / painted target) on both grid modes — every target solvable by construction- Every board carries a proven par (true minimum presses)- Trapped ordered boards pass an exhaustive no-deadlock proof (the goal stays reachable from every reachable state)- Deterministic generation from a seed string (SplitMix64 RNG)- Public API: ClassicGenerator / OrderedGenerator / LightsOutGenerator / Mod3Generator (GenerateVerified), ClassicSolver / Gf2Solver / Mod3Solver / OrderedSolver (full analysis), StatesPuzzleAsset / StatesPuzzlePack ScriptableObjects (IPuzzleProvider)- 1 demo scene (four modes, Canvas menu + HUD)- Multi-page + single-page HTML documentation, README, CHANGELOG- No third-party dependenciesCreated with AIThis package utilized Claude AI for code generation assistance and documentation drafting.However, all AI-generated content was thoroughly human-reviewed, modified, and validated over three months of intensive development. No AI-generated code or documentation was used without significant human modification and verification.All technical decisions, architecture choices, and design patterns were made by me, as the sole developer of this project. Each component was rigorously tested and painstakingly refined through both automated and manual testing procedures under my oversight.As the developer, I firmly acknowledge and attest that the completed final product represents extensive human oversight, testing, refinement, and validation.I take full responsibility for the technical integrity and overall quality of the codebase, and I affirm that the AI-generated elements were only used as a tool for assistance, not as a substitute for human expertise.




