Add adventure-puzzle-analyzer skill for walkthrough analysis and playbook updates
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skills/adventure-puzzle-analyzer/SKILL.md
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skills/adventure-puzzle-analyzer/SKILL.md
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---
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name: adventure-puzzle-analyzer
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description: Analyzes point-and-click adventure game walkthroughs to identify, categorize, and document puzzle mechanics. Use when analyzing new game walkthroughs or updating the puzzle design handbook.
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---
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# Adventure Puzzle Analyzer Skill
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## Quick Start
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```
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1. Read walkthrough, list all puzzle solutions
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2. For each: what info + how conveyed + what action solved it?
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3. Match to existing types in /puzzles/ OR create new type
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4. Document and update README.md table of contents
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```
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## Instructions
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### Step 1: Extract Puzzle Solutions
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For each walkthrough section, note:
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- What player needed to discover
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- How information was conveyed (dialogue, environment, text, trial-and-error)
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- Action(s) that solved it
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- Whether info came from one or multiple sources
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### Step 2: Classify Against Existing Types
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**Read /README.md** for full list of existing types. Quick reference:
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| Type | Key Indicator |
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|------|---------------|
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| Pattern Learning / Knowledge Transfer | Learn system in Domain A, apply same rules in Domain B |
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| Multi-Faceted Plan | Multiple INDEPENDENT requirements gathered from different sources |
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| Meta-Puzzle Construction | Sequential chain where STEP N'S OUTPUT = Step N+1's INPUT |
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| Memo Chain | Scattered written fragments that synthesize into solution |
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| Metaphor-to-Literal | Idiomatic/poetic language decoded into literal game objects |
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| Information Brokerage | NPC exchange network: who wants what from whom |
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| Sensory Exploitation | NPC has perceptual weakness/sense; exploit directly |
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| Distraction Physics | Manipulate ENVIRONMENT to break NPC blocking pattern |
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| Observation Replay | Watch sequence once under blocked conditions, reproduce exactly later |
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| Timed Consequence | Story urgency without mechanical timer/deadline |
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**If none fit**: Read existing type definitions in `/puzzles/` to confirm no match. Consider new type if at least 2 distinct puzzles share same information architecture.
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### Step 3: Document
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**Adding example to existing type:**
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1. Open relevant file in `puzzles/`
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2. Add under "## Game Examples" section using standard format (see Template below)
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3. Optionally add to "## Related Types" or "## Common Misidentifications" if it clarifies boundaries
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**Creating new type:**
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1. Create new markdown file in `puzzles/` with kebab-case name
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2. Use template below for structure
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3. Update `/README.md` table of contents (add row, increment number)
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4. Cross-reference from most similar existing types
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## Standard Template
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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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**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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**Core Mechanic**: One sentence on underlying logic.
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**Variations**: Brief list or table of manifestations
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---
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## Game Examples
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### [Game]: [Puzzle Name]
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**Mechanic**: Brief setup.
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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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**Why It's This Type**: Explicit connection to core mechanic.
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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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## 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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- 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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## Quick Pitfalls
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| Confusion | Test |
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|-----------|------|
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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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## Reference
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- `/puzzles/` directory: All existing puzzle type definitions
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- `/README.md`: Master table of contents — use to find related types for cross-reference ideas
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skills/adventure-puzzle-analyzer/examples.md
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# Examples
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## Adding Example to Existing Type
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In `puzzles/metaphor-literal.md`, under "## Game Examples":
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```markdown
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### Monkey Island II: Bone Maze Navigation Song
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**Metaphor from dream**: "The HEAD bone is connected to the RIB bone, the RIB bone to the LEG bone..."
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**Translation Chain**:
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1. Player hears song during dream state
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2. Later encounters maze with Ugly Bone Thing wall panels
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3. Recognizes song describes physical connections; first 3 bones per verse = passages
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4. Push HEAD→RIB→LEG for each room, ignoring 4th bone (noise)
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**Why It's This Type**: Poetic encoding must be decoded into literal mechanical solution.
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```
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## Creating New Type Document
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File: `puzzles/kebab-case-name.md`
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```markdown
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# [Type Name]
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**Information Architecture**: How player discovers puzzle structure.
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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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**Core Mechanic**: One sentence only.
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---
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## Game Examples
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### [Game]: [Puzzle]
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**Setup**: Brief context.
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**Solution Chain**:
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1-5. Actions and discoveries...
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**Why It's This Type**: Explicit link to core mechanic.
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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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Then update `/README.md` table of contents with new row.
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## README Update Format
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```markdown
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| 14 | [New Type](./puzzles/new-type.md) | One-line core mechanic | MI2 |
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```
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- Increment number sequentially
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- Link uses kebab-case matching filename
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- Game Source = KQVI, MI1, MI2, or "TBD"
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