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puzzle_memory

The puzzle highlights buttons one at a time, then the player repeats the sequence from memory.

Fields

FieldTypeDescription
buttonsList<MemoryButtonDef>Buttons the player can click.
sequenceLengthVar<Int>Number of steps in the sequence.
highlightDurationVar<Long>Ticks each step stays highlighted.
stepGapVar<Long>Ticks between two steps.
inputDelayVar<Long>Ticks before input is accepted after the demonstration.
highlightMaterialVar<Material>Material shown while a button is highlighted.
solveSoundSoundPlayed when the puzzle is solved.

MemoryButtonDef

FieldTypeDescription
positionVar<Position>World position of the button.
materialVar<Material>Material displayed for this button.
clickSoundSoundPlayed when this button is clicked.

See the shared puzzle fields for lifecycle, timing and trigger options.

How could this be used?

A shrine that plays a four-note melody on note blocks the player has to echo back — raise sequenceLength on later attempts to make the shrine harder each time.