--- 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 ```markdown # [Puzzle Type Name] **Information Architecture**: How info is conveyed to player **Player Action Pattern**: 1. Step one 2. Step two 3. Solution **Core Mechanic**: One sentence on underlying logic. **Variations**: Brief list or table of manifestations --- ## Game Examples ### [Game]: [Puzzle Name] **Mechanic**: Brief setup. **Solution Chain**: 1. Action with discovery... 2. Action... 3. Result... **Why It's This Type**: Explicit connection to core mechanic. --- ## Related Types | Type | Similarity | Distinction | ``` ## Guidelines ### DO: - Focus on MECHANICS, not story details - Use /README.md as reference for related types when cross-linking - Keep Core Mechanic to ONE sentence - 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 ## 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) | ## Reference - `/puzzles/` directory: All existing puzzle type definitions - `/README.md`: Master table of contents — use to find related types for cross-reference ideas