Puzzles you can build
Four formats, and the algorithm behind each.
01
Pick a Mechanic
what a “level” is, what you need at runtime
↓
02
Write a Traversal
an algorithm that walks the network
↓
03
Generate Every Level
hundreds or thousands at once
Every word game is a data problem wearing a different costume.
Scrabble needs to answer one question: “Is this a valid word?” A flat list of terms suffices. Wordle clones need a shorter list of familiar five-letter words—and someone has to decide whether SLAVE or ABORT might trend on social media for the wrong reasons. NYT Connections needs four categories with carefully calibrated decoys—words that look like they belong together but don’t. Semantic pathfinding games need pre-computed routes through meaning-space, because you can’t brute-force hundreds of millions of permutations in real time.
Below are four formats, and the algorithm you’d write to generate each from the data. They’re patterns to adapt, not a fixed menu—your game’s mechanics may call for something none of these covers.
Download Sample Puzzles
25 complete puzzles—10 categories, 10 words each, with difficulty scores per word. Raw algorithmic output, no human editing.
Anagram Puzzles
For letter-tile games, anagram challenges, and Wordle-style spelling games. Scan the vocabulary for every word a player could legitimately form from a set of tiles, pick targets with enough spread between them, and attach a one-line semantic clue to each from the association data.
Puzzle Generation
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for each word: does it use only these letters?
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• letter repetition? (DEEP, LEVEL)
• smushed compounds? (SUNFLOWER)
• minimum length?
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• length variety
• edit distance ≥3
• no shared stems
• no containment
Clue Generation
→
→
reject same-stem relatives (CASTLES, CASTLED)
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reject same-root relatives (CHÂTEAU shares Latin root)
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spread across meanings if polysemous
HARD
Sample Data
Level 847 of 2,000
Letter Tiles
L
I
S
T
E
N
S
Target Words
LISTENS
hear, audio, ears
TITLES
book, movie, name
STINTS
period, job, limit
LINEN
fabric, sheets, cloth
NESTS
home, build, tree
ISLES
islands, tropical, water
Also Valid
ELITES
ENLIST
ENSILE
INLETS
ISLETS
LISTEN
SILENT
TINSEL
STIES
TILES
LINES
LIENS
INLET
SITES
…
Easy
Medium
Hard
Pathfinding Puzzles
For semantic navigation games where players traverse meaning-space—connecting concepts through chains of associations. Walk the association network to find origin–target pairs solvable in exactly 3 moves (4 hops), keep the ones with several distinct routes, and precompute hints plus backward “convergence” clues that tell players when they’re getting close.
Puzzle Generation
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enumerate ALL 4-hop paths to every reachable candidate target
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keep 16–43 paths (3–4 advancing choices per hop)
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reject if one hop1 word dominates >60% of routes
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reject if 2-hop or 3-hop paths exist (too close semantically)
Hint Generation
only paths that actually reach target
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for each hop: collect words from all solutions
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hints appearing in more paths ranked higher (more downstream options)
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from TARGET back: find all words 1–3 hops away
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“am I close?” clues shared across puzzles with same target
Why hints must be precalculated: Finding valid hints requires enumerating all paths—not just one—to guarantee every hint actually reaches the target. With 15 words visible at each hop, that’s 50,000+ candidate paths per puzzle. Ranking hints by how many paths use them (more paths = more downstream options) requires global knowledge. And compressing hint data for mobile delivery (74% size reduction via ID encoding) requires knowing all hints upfront. Runtime computation would add seconds of latency; precalculation makes hints instant and guaranteed correct.
MEDIUM
Sample Data
Level 89 of 779
sugar → peace
Path A
sugar
→
sweet
→
pleasant
→
harmony
→
peace
Path B
sugar
→
cane
→
plant
→
olive
→
peace
Path C
sugar
→
dissolve
→
solution
→
resolution
→
peace
Hints
sweet
cane
dissolve
(every hint verified to reach target—no dead ends)
Converge
harmony
calm
treaty
(1-hop from target)
Themed Categories
For NYT Connections-style games with intentional decoys—words that tempt players toward the wrong group—or for category games that need the opposite: mutually exclusive pools where no word could plausibly belong to two. You build each group from an anchor word’s strongest associations, then test every group’s neighborhood for the overlap you want (or don’t).
word with rich semantic profile
→
select 8 strongest associations (≤7 letters each)
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does this anchor’s FULL neighborhood overlap any existing output words? → reject
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all 8 groups must have zero semantic bleed between them
HARD
Sample Data
Level 234 of 1,500
Theme 1
Climate
monsoon
carbon
ozone
warming
ecology
polar
Theme 2
Pressed
coerced
ironed
cider
crushed
mashed
creased
Theme 3
Keyboard
shift
return
escape
control
space
tab
Easy
Medium
Hard
Clue-Based Puzzles
For crossword-style games and semantic guessing games. Players identify a target word from short semantic clues—and from decoys that match some, but never all, of those clues. You pull one clue per sense of a polysemous word, filter out anything that would give the answer away morphologically, then score candidates to find decoys that land just short.
Clue Selection
polysemous (multiple dictionary senses)
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identify distinct meanings (SEAL: animal, wax, military)
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for each sense: top associations from network
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reject same-stem, same-root relatives (SEAL clues can’t include SEALS, SEALING)
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one strong association per sense
Decoy Selection
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score each word against all 4 clues
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which clues have ZERO connection? (no network link)
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record which clues each decoy matches: “0,1” or “2,3” etc.
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answer_total − best_decoy must exceed threshold
Why decoys work: Each decoy must match 2–3 of the 4 clues—enough to seem plausible—but have at least one “zero” (a clue it cannot possibly connect to). Players eliminate decoys by finding the impossible connection. The answer wins by having no zeros: it connects to all 4 clues through different senses of the word.
HARD
Sample Data
Level 512 of 3,000
Clues
platoon
reconnaissance
ambush
barracks
Decoys
battalion
tactics
squadron
Easy
Medium
Hard
What the data gives you
Every format above queries the same stack—the four algorithms are just different questions asked of it. What makes them work:
- Frequency and familiarity rankings—so “common” and “obscure” are measured, not guessed.
- Sense-tagged associations—so a clue can target one meaning of a polysemous word and steer clear of the others.
- Word-family and same-root links—so you can reject an answer’s morphological relatives before they leak the solution.
- Per-word difficulty scores—so a level can scale its challenge to the player in front of it.
- Content and accessibility labels—so you can vet a pool for your audience before anything ships.
The four formats above are starting points. Your game’s mechanics may call for a structure none of these covers—the data is yours to shape. See the data’s shape →
The edge cases are where all the work is—and a decade of them are already resolved in the data, so your algorithm doesn’t have to rediscover them.