--- name: adventure-puzzle-analyzer 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. --- # Adventure Puzzle Analyzer Skill ## Quick Start ``` 1. Read walkthrough, list all puzzle solutions 2. For each: what info + how conveyed + what action solved it? 3. Match to existing types in /puzzles/ OR create new type 4. Document and update README.md table of contents ``` ## Instructions ### Step 1: Extract Puzzle Solutions For each walkthrough section, note: - What player needed to discover - How information was conveyed (dialogue, environment, text, trial-and-error) - Action(s) that solved it - Whether info came from one or multiple sources ### Step 2: Classify Against Existing Types **Read /README.md** for full list of existing types. Quick reference: | Type | Key Indicator | |------|---------------| | Pattern Learning / Knowledge Transfer | Learn system in Domain A, apply same rules in Domain B | | Multi-Faceted Plan | Multiple INDEPENDENT requirements gathered from different sources | | Meta-Puzzle Construction | Sequential chain where STEP N'S OUTPUT = Step N+1's INPUT | | Memo Chain | Scattered written fragments that synthesize into solution | | Metaphor-to-Literal | Idiomatic/poetic language decoded into literal game objects | | Information Brokerage | NPC exchange network: who wants what from whom | | Sensory Exploitation | NPC has perceptual weakness/sense; exploit directly | | Distraction Physics | Manipulate ENVIRONMENT to break NPC blocking pattern | | Observation Replay | Watch sequence once under blocked conditions, reproduce exactly later | | Timed Consequence | Story urgency without mechanical timer/deadline | **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. ### Step 3: Document **Adding example to existing type:** 1. Open relevant file in `puzzles/` 2. Add under "## Game Examples" section using standard format (see Template below) 3. Optionally add to "## Related Types" or "## Common Misidentifications" if it clarifies boundaries **Creating new type:** 1. Create new markdown file in `puzzles/` with kebab-case name 2. Use template below for structure 3. Update `/README.md` table of contents (add row, increment number) 4. Cross-reference from most similar existing types ## Standard Template Every puzzle type page should follow this structure (target: ≤400 lines): ```markdown # [Puzzle Type Name] ## Core Mechanic (3 sentences max explaining what this pattern achieves) ## When to Use (When designer should consider this puzzle type) ## Solution Chain 1. (Specific player action) 2. (Specific player action) 3. (Specific player action) ## Examples ### [Game Code]: [Puzzle Name] **Problem**: One sentence on the obstacle. **Why It's This Type**: Explicit connection to Core Mechanic. **Solution**: 1. Step... 2. Step... --- ### [Game Code]: [Puzzle Name] (Same format) --- ### [Game Code]: [Puzzle Name] (Same format) --- ## Related Types | Type | Similarity | Distinction | |------|------------|-------------| | [Type A](path.md) | Shared characteristic | Key difference | | [Type B](path.md) | Shared characteristic | Key difference | ## Index | Game | Puzzle | Section | |------|--------|---------| | MI1 | Swordfight Insults | Examples | | KQVI | [Puzzle Name] | Inspiration | ``` **Key Rules:** - Core Mechanic: ≤ 3 sentences - Exactly 3 examples (not 5, not 10) - Solution Chain: numbered, specific actions (not "solve puzzle") - "Why It's This Type": explicit connection to Core Mechanic - Move extended analysis to game inspiration pages, not type definitions - Use source codes (MI1, KQVI, QFG3) not full game names ## Guidelines ### DO: - Focus on MECHANICS, not story details - Keep Core Mechanic to ≤ 3 sentences - Use exactly 3 examples with consistent format - Link extended analysis to game inspiration pages - Use source codes (MI1, KQVI, QFG3) not full game names - Distinguish parallel (MFP) vs sequential (Meta-Construction) requirements ### DON'T: - Document game-specific mechanics that don't generalize - Create new types without 2+ examples OR one very complex example - Use vague terms ("clever," "creative") — be mechanical - Exceed 400 lines per page — move details to inspiration pages ## Quick Pitfalls | Confusion | Test | |-----------|------| | Pattern Learning vs Observation Replay | Learn SYSTEM (PL) vs memorize SEQUENCE (OR) | | MFP vs Meta-Construction | Gather in any order? Yes = MFP, No = Meta-Construction | | 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 | | **Symbol Code Translation** | Provide clear visual feedback on EXAMINATION—symbols must be readable; ensure shapes/colors on artifacts match button interfaces exactly; first instance should be a sandbox with no penalty until pattern discovered | | **Truth Revelation** | Make the hidden information logically deducible from the reveal action; ensure the item or action used has a natural connection to what's being revealed | | **Cross-Temporal Causality** | Make cause-effect between time periods obvious once observed; ensure player can always trace back what they changed and why it worked | | **Multi-Character Coordination** | Give each character a distinct role that's immediately clear; ensure simultaneous actions are achievable without tight real-time requirements | **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 - `/README.md`: Master table of contents — use to find related types for cross-reference ideas