There actually IS an answer to this question, it's just more conceptual than concrete.
good puzzles share common elements even when the application is vastly different.
one of them is intuitive rules. the puzzle's challenge should come from applying it's rules, not from understanding those rules.
a good puzzle's rules should be explainable in 2 or 3 textboxes at most.
a good example is a rubik's cube. you can explain how it works in a couple of sentences and yet it has more complexity than most people care to understand.
another one is clear feedback. the player's actions should have a clear effect on the puzzle.
for example, imagine a room with 4 levers. the exit opens when levers 1 and 2 are OFF but levers 3 and 4 are ON.
in this case the player can turn each lever once and have nothing happen, causing the player to scratch their head in confusion.
in a better example, imagine a room with 4 levers and the exit is a corridor with 4 consecutive doors. doors 1 and 2 open when levers 1 and 2 are OFF, while doors 3 and 4 open when levers 3 and 4 are ON.
in this case the solution is the exact same as before, but the player can actually see what each lever does and use that info to solve the puzzle.
those are the very basics, there are more advanced concepts but this post is already too long.