Add puzzle type refactoring plan and update skill template
- Create REFACTOR_PUZZLE_TYPES.md with detailed analysis and implementation plan - Update adventure-puzzle-analyzer skill template to match target playbook format: - Core Mechanic section (≤3 sentences) - Exactly 3 examples with consistent format - Solution Chain as numbered specific actions - Add Key Rules section - Add refactoring tasks to TODOS.md referencing the plan
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@@ -58,54 +58,89 @@ For each walkthrough section, note:
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## Standard Template
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Every puzzle type page should follow this structure (target: ≤400 lines):
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```markdown
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# [Puzzle Type Name]
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**Information Architecture**: How info is conveyed to player
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## Core Mechanic
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**Player Action Pattern**:
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1. Step one
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2. Step two
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3. Solution
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(3 sentences max explaining what this pattern achieves)
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**Core Mechanic**: One sentence on underlying logic.
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## When to Use
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**Variations**: Brief list or table of manifestations
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(When designer should consider this puzzle type)
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## Solution Chain
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1. (Specific player action)
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2. (Specific player action)
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3. (Specific player action)
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## Examples
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### [Game Code]: [Puzzle Name]
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**Problem**: One sentence on the obstacle.
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**Why It's This Type**: Explicit connection to Core Mechanic.
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**Solution**:
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1. Step...
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2. Step...
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---
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## Game Examples
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### [Game Code]: [Puzzle Name]
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### [Game]: [Puzzle Name]
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(Same format)
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**Mechanic**: Brief setup.
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---
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**Solution Chain**:
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1. Action with discovery...
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2. Action...
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3. Result...
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### [Game Code]: [Puzzle Name]
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**Why It's This Type**: Explicit connection to core mechanic.
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(Same format)
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---
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## Related Types
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| Type | Similarity | Distinction |
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|------|------------|-------------|
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| [Type A](path.md) | Shared characteristic | Key difference |
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| [Type B](path.md) | Shared characteristic | Key difference |
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## Index
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| Game | Puzzle | Section |
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|------|--------|---------|
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| MI1 | Swordfight Insults | Examples |
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| KQVI | [Puzzle Name] | Inspiration |
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```
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**Key Rules:**
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- Core Mechanic: ≤ 3 sentences
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- Exactly 3 examples (not 5, not 10)
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- Solution Chain: numbered, specific actions (not "solve puzzle")
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- "Why It's This Type": explicit connection to Core Mechanic
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- Move extended analysis to game inspiration pages, not type definitions
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- Use source codes (MI1, KQVI, QFG3) not full game names
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## Guidelines
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### DO:
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- Focus on MECHANICS, not story details
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- Use /README.md as reference for related types when cross-linking
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- Keep Core Mechanic to ONE sentence
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- Keep Core Mechanic to ≤ 3 sentences
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- Use exactly 3 examples with consistent format
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- Link extended analysis to game inspiration pages
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- Use source codes (MI1, KQVI, QFG3) not full game names
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- Distinguish parallel (MFP) vs sequential (Meta-Construction) requirements
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### DON'T:
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- Document game-specific mechanics that don't generalize
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- Create new types without 2+ examples OR one very complex example
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- Use vague terms ("clever," "creative") — be mechanical
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- Exceed 400 lines per page — move details to inspiration pages
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## Quick Pitfalls
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@@ -114,6 +149,7 @@ For each walkthrough section, note:
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| Pattern Learning vs Observation Replay | Learn SYSTEM (PL) vs memorize SEQUENCE (OR) |
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| MFP vs Meta-Construction | Gather in any order? Yes = MFP, No = Meta-Construction |
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| Brokerage vs Sensory Exploitation | Trade ITEM for ITEM (IB) vs exploit PERCEPTION weakness (SE) |
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| Page length | If >400 lines, move examples to inspiration pages |
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## Reference
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