diff --git a/.opencode/skills/adventure-puzzle-analyzer/SKILL.md b/.opencode/skills/adventure-puzzle-analyzer/SKILL.md index d9fef28..c3d37a2 100644 --- a/.opencode/skills/adventure-puzzle-analyzer/SKILL.md +++ b/.opencode/skills/adventure-puzzle-analyzer/SKILL.md @@ -151,6 +151,27 @@ Every puzzle type page should follow this structure (target: ≤400 lines): | Brokerage vs Sensory Exploitation | Trade ITEM for ITEM (IB) vs exploit PERCEPTION weakness (SE) | | Page length | If >400 lines, move examples to inspiration pages | +## How to Design Great Puzzles of This Type + +| Type | Best Practices | +|------|---------------| +| **Pattern Learning** | Teach the complete system in the tutorial domain before testing it; ensure identical mechanics between learning and application phases | +| **Multi-Faceted Plan** | Let players discover requirements through exploration, not explicit checklists; ensure the "aha" moment comes from synthesis | +| **Meta-Construction** | Make each step's output clearly feed into the next; avoid invisible dependencies | +| **Memo Chain** | Place fragments in logical locations that reward exploration; ensure assembly is obvious once all pieces found | +| **Metaphor-to-Literal** | Make the idiomatic expression memorable and culturally clear; ensure the literal mapping is logical within game world | +| **Information Brokerage** | Give each NPC a distinct personality that explains why they want what they want | +| **Sensory Exploitation** | State the perceived sense explicitly (character says "I trust only what I hear"); ensure the item genuinely matches that sense | +| **Distraction Physics** | Make the environmental chain logical and observable before player tries it; ensure cause-effect is visible | +| **Observation Replay** | Make the observed sequence memorable but not trivially reproducible; add stakes so failure has consequence | +| **Timed Consequence** | Create urgency through narrative stakes, not arbitrary deadlines; ensure player can always see the countdown | + +**Universal Principles:** +- **Information conveyance should match the puzzle's difficulty** — complex puzzles need multiple hints, simple ones need fewer +- **Failure should teach, not punish** — when player fails, they should learn something useful +- **The solution should feel inevitable once discovered** — avoid "moon logic" where solution requires arbitrary knowledge +- **Reward the player's investment** — if puzzle requires effort, the payoff should feel earned + ## Reference - `/puzzles/` directory: All existing puzzle type definitions