Add ten new games (18 in total) and the engine features they need.
Story: Dead Air, The Masquerade at Montague House, The Kalahari Expedition,
The Alchemist's Vault, Submerged: Deep Lab Nereid, The Kestrel Bank Job.
Games can now set their own hint penalty and a hard time limit, shown as a
countdown; running out ends the game with the fail ending.
Defuse: Tick Tock: Overtime. Manuals are now rulesets, so each game has its
own solver. Adds indicator lights, per-level strike limits, and the
Passwords, Morse Light and Say It Back modules.
Sync: In Sync: Deep Cuts. Adds telepathy (typed word) and ranking rounds,
and a per-round bar for the key.
Labyrinth: The Drowned Catacombs and The Mirror Maze. Adds one-way gates, a
relative (no compass) Explorer, a mirrored Navigator map, and mazes with a
lantern count other than three. Validation now rejects a maze where a gate
can leave the Explorer stuck.
Difficulty runs from 1 to 5.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Estimates were 2-8x longer than actual playthroughs. Base them on
recorded best times, rounded up to a multiple of 5 minutes, and drop
difficulties to 1-2 keys since no game warrants 3.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two Keys: co-op mystery games for couples. Eight games on four engines (story, defuse, sync, labyrinth), two-device and couch play, mobile-first UI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>