Commit Graph

11 Commits

Author SHA1 Message Date
9c615e6271 Analyze Indiana Jones: Fate of Atlantis: Multi-Faceted Plan (theater entry, Lost Dialogue retrieval), Information Brokerage (Algiers trading network), Meta-Puzzle Construction (generator/truck repair, balloon construction, robot assembly), Pattern Learning (Plato's Lost Dialogue navigation system with 3 rules + 4 domain applications), Sensory Exploitation (seance ghost deception), Multi-Character Coordination (Team path sequential handoff); added analysis checklist 2026-03-18 08:40:17 -07:00
11df54bc26 Analyze Loom: Add sensory-exploitation examples (tower stealth via Invisibility, Terror on shepherds), multi-character-coordination single-character substitution variant (Forge entry via Reflection), strengthen observation-replay and pattern-learning documentation with detailed Loom draft systems
Puzzle types documented for Loom:
- Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft
- Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround
- Observation Replay (existing): Full draft sequence memorization system with randomized melodic content
- Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application

Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
2026-03-18 08:33:02 -07:00
dc3cb02bb1 Update progress: Indiana Jones Last Crusade complete (8/30 games) 2026-03-18 00:07:56 -07:00
74e4091eed Analyze Indiana Jones Last Crusade: Multi-Character Coordination (Zeppelin escape Indy/Henry), pattern documentation; added 3 walkthrough sources 2026-03-18 00:07:42 -07:00
c93a73aee0 Analyze Zak McKracken: Observation Replay (alien spaceship escape, Mars face dance code), Multi-Character Coordination (pyramid escape); clarified Pattern Learning vs Observation Replay distinction 2026-03-18 00:04:47 -07:00
67bf25f8cc Analyze Maniac Mansion: Added Multi-Character Coordination puzzle type; documented pool reactor meltdown (Timed Consequence), arcade code observation (Observation Replay), music room demo chain & envelope steam puzzle (Meta-Puzzle Construction)
Puzzles documented:
- Pool Reactor Meltdown: Two-character timed sequence with narrative urgency
- Meteor Mess Arcade: Observation replay of cutscene high score
- Music Room Demo Tape → Contract: Sequential meta-construction chain for Syd/Razor ending
- Envelope Steam Extraction: Resource transformation puzzle with temporal separation

New puzzle type created: Multi-Character Coordination (exploits party system for actions spanning separated locations)

Files updated: timed-consequence.md, observation-replay.md, meta-puzzle-construction.md, README.md
Walkthroughs collected: syntax2000 walkthrough + wikipedia game overview
2026-03-17 23:55:40 -07:00
11781882a5 Add VitePress setup for browsing puzzle documentation 2026-03-17 20:26:39 -07:00
08f62c9aef progress 2026-03-17 20:22:03 -07:00
9180ccfaab Add adventure-puzzle-analyzer skill for walkthrough analysis and playbook updates 2026-03-17 20:10:59 -07:00
304e553331 Update README with Meta-Puzzle Construction; add MI game examples to Sensory Exploitation 2026-03-17 20:03:45 -07:00
2268aa1855 Add adventure game puzzle design knowledge base
13 puzzle types derived from King's Quest VI and Monkey Island I/II:

Existing (KQVI): Multi-Faceted Plan, Sensory Exploitation, Metaphor-to-Literal,
Information Brokerage, Timed Consequence, Environmental Storytelling Discovery,
Cross-Realm Logistics, Truth Revelation

New (MI1/II): Observation Replay, Pattern Learning/Knowledge Transfer,
Memo Chain, Distraction Physics, Meta-Puzzle Construction

Each document includes:
- Information Architecture (how info is conveyed)
- Player Action Pattern (what player does with info)
- Core Mechanic (underlying puzzle logic)
- Variations and game examples
- Related types for cross-reference
2026-03-17 20:03:20 -07:00