Write the prompt around a playable rule
The prompt introduces one switch-and-lift rule and asks for two levels that reuse it. Mark both lift positions and show the switch state. Keep the first room safe so players can see what the switch changes. In the next room, use a wide gap to test timing without requiring a precise jump at the same time as learning the lift.
Original concept prompt: “Create a short platform puzzle where stepping on a floor switch moves a lift between two marked positions. The character can jump and walk. Place the exit above a gap; the first room lets players try the switch safely, and the second requires leaving the switch and jumping onto the raised lift.” This is a recipe for an idea, not a claim that this exact game is already playable.
Play, observe and refine one thing at a time
Step on the switch and observe the lift, then leave and check whether it stays or returns. Try reaching the exit with the lift in both positions. If the rule changes after leaving the switch, make that behavior visible. If the jump is too demanding, widen the platform so you can focus on whether the puzzle logic works.
Add a second rule only after the first is clear. A crate could hold the switch down, but test that interaction in a separate room before combining it with a difficult jump. Replay each level after a change and make sure the player can see why the lift moved and what action is needed next.
Do not introduce hidden reset rules or switches that look decorative. If the player can fall, provide a nearby restart or checkpoint. Keep puzzle feedback immediate so a player can connect an action with a changed platform.
Playable reference for this prompt: Crane. A block swings from a crane over your growing, swaying tower; tap to release it and land it dead-centre for perfect combos as the city shrinks below. Use this example to compare the proposed rules with a game you can try now. For your version, use this check: What must the switch and lift agree on?
Questions about puzzle platformer prompt
What must the switch and lift agree on?
The switch state should correspond to the lift destination. Test leaving the switch, landing on the lift and restarting while the mechanism is moving.
How should the first room teach the relationship?
Let players activate the switch where they can clearly see the lift move. A later gap can then test that learned relationship without introducing a new hidden rule.