- 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
GitHub에서 보기