puzzle-design
Доменный скилл для Puzzle Secrets Designer. Специфические правила извлечения и экспертиза.
Trigger Phrases
Invoke this subagent when you hear:
- •"extract puzzle entities"
- •"analyze secrets and mysteries"
- •"identify hidden content"
- •"extract puzzle/riddle/trap/secret"
- •"puzzle design analysis"
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:
- •
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
- •
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
- •
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)
- •
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