Puzzle Design Knowledge Base
A handbook documenting puzzle design patterns from classic point-and-click adventure games (King’s Quest VI, Monkey Island series, and beyond). This repository captures mechanical patterns—how information is conveyed and what player actions solve puzzles.
Repository Purpose
This is a documentation-only knowledge base. No code, no tests, no build process.
/puzzles/— Markdown documents defining puzzle type patterns/walkthroughs/— Source walkthrough text for game analysis (empty placeholder)/README.md— Master index with table of contents linking all puzzle types
Navigation
Use the sidebar to browse:
- Core Principles — Fundamental characteristics of adventure game puzzles
- Puzzle Types by Category — Organized by mechanical similarity (Multi-Source Discovery, Sequential Construction, etc.)
- Documentation Guidelines — Style guide and validation checklists for contributors
Game Source Codes
- MI1 = Monkey Island 1
- MI2 = Monkey Island 2
- KQVI = King’s Quest VI
- KQVII = King’s Quest VII
- KQVIII = King’s Quest VIII
- QFG3 = Quest for Glory III
- QFG4 = Quest for Glory IV
- GF = Grim Fandango
- SIMON = Simon the Sorcerer
- BS1 = Broken Sword I
- BS2 = Broken Sword II
- TLJ = The Longest Journey
- SYB = Syberia
- GK1 = Gabriel Knight 1
Adding New Content
When analyzing a new game walkthrough:
- Extract each puzzle’s solution from walkthrough text
- For each, identify: what info was needed, how it was conveyed, what action solved it
- Match against existing types OR create new type document
- Add example to relevant puzzle type file under
## Game Examples - If creating new type: update
SUMMARY.mdtable of contents
Load the adventure-puzzle-analyzer skill when working with this repository.