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puzzle-design

Extract puzzle and secret entities from narrative text. Use when analyzing puzzles, riddles, traps, hidden paths, easter eggs, mysteries, and enigmas.

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Repository
bivex/loreSystem
Letzte Quellaktivität
21. März 2026 um 15:19
Erkannte Sprache von SKILL.md
Englisch
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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
puzzle-design
description
Extract puzzle and secret entities from narrative text. Use when analyzing puzzles, riddles, traps, hidden paths, easter eggs, mysteries, and enigmas.
# puzzle-design Domain skill for Puzzle Secrets Designer. Specific extraction rules and expertise. ## Domain Expertise - **Puzzles**: Logic puzzles, mechanical puzzles, riddles - **Secrets**: Hidden areas, secret paths, Easter eggs - **Traps**: Mechanical, magical, environmental hazards - **Mysteries**: Unsolved enigmas, lore mysteries - **Difficulty scaling**: Puzzles from trivial to impossible - **Hint systems**: Clues, gradual reveal, optional difficulty settings ## Entity Types (7 total) - **hidden_path** - Hidden paths - **easter_egg** - Easter eggs - **mystery** - Mysteries - **enigma** - Enigmas - **riddle** - Riddles - **puzzle** - Puzzles - **trap** - Traps ## Processing Guidelines When extracting puzzle and secret entities from chapter text: 1. **Identify puzzle/secret elements**: - Riddles or clues mentioned - Hidden paths or secret passages - Puzzles or mechanical challenges - Traps or hazards - Easter eggs or secrets - Mysteries or enigmas 2. **Extract puzzle/secret details**: - Puzzle types, solutions, difficulty - Hidden path access methods - Trap triggers and effects - Riddle content and answers - Easter egg locations and rewards 3. **Analyze puzzle/secret context**: - Optional vs required content - Hint availability (optional hints, fair puzzles) - Difficulty scaling (early game vs late game) - Reward scaling (better secrets = better rewards) 4. **Create schema-compliant entities** with proper JSON structure ## Key Considerations - **Fairness**: Puzzles should have logical solutions - **Hint systems**: Players should have access to hints if stuck - **Optional content**: Secrets shouldn't block main story - **Difficulty scaling**: Puzzles should match player progress - **Multiple solutions**: Some puzzles allow creative solutions - **Trap balance**: Traps shouldn't be unfair or instant-death
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