- Create REFACTOR_PUZZLE_TYPES.md with detailed analysis and implementation plan - Update adventure-puzzle-analyzer skill template to match target playbook format: - Core Mechanic section (≤3 sentences) - Exactly 3 examples with consistent format - Solution Chain as numbered specific actions - Add Key Rules section - Add refactoring tasks to TODOS.md referencing the plan
158 lines
4.9 KiB
Markdown
158 lines
4.9 KiB
Markdown
---
|
|
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 |
|
|
|
|
## Reference
|
|
|
|
- `/puzzles/` directory: All existing puzzle type definitions
|
|
- `/README.md`: Master table of contents — use to find related types for cross-reference ideas
|