Files
two-keys/content/games/drowned-catacombs.yaml
joshuaandClaude Opus 5.5 bbe44e84c4 V1.1.0
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>
2026-10-13 23:34:11 +02:00

91 lines
3.6 KiB
YAML

id: drowned-catacombs
engine: labyrinth
category: co-op
title: The Drowned Catacombs
tagline: Ankle-deep water. Gates that only swing one way. Five places the floor gives out.
estimatedMinutes: 20
difficulty: 3
players: { min: 2, max: 2 }
theme: { primary: "#1e3d59", accent: "#7ec8e3", background: "#050b10", headingFont: "Playfair Display" }
roles:
A:
name: Navigator
blurb: You hold a water-stained survey map. Walls, carvings, traps, and the old one-way flood gates.
B:
name: Explorer
blurb: You're down in the dark with a torch. You see the floor under you and the ways you can go. That's it.
intro: |
Under the old harbour town, the catacombs flood with every spring tide. Three **tide lanterns**
were left down there a century ago. Light all three at the sea gate, and the water drains away.
**The flood gates swing one way only.** Go through one and you can't come back that way.
And five stretches of the floor have rotted through.
Navigator, you have the map. Explorer, you have the torch. Talk.
# Grid legend: # wall · . floor · S start · E exit (needs all lanterns) · K lantern · T trap
grid:
- "#############"
- "#S..#.......#"
- "###.#.###.#.#"
- "#.T...#K#...#"
- "#.#.#.#.#.###"
- "#.#.T.#...TK#"
- "#.##.##.....#"
- "#.#.T...#.#.#"
- "#.#.###.#.#.#"
- "#.......#.#.#"
- "#.###.#.#.#.#"
- "#..K#.....TE#"
- "#############"
lanternsRequired: 3
# One-way gates. {x, y, dir}: you may step FROM (x,y) in direction `dir`, but never back the other way.
# Navigator sees an arrow on the map. Explorer only sees "a heavy gate swings shut behind you" after passing,
# and the reverse direction button is disabled with the label "Gate (won't open from this side)".
oneWay:
- { x: 5, y: 9, dir: e }
- { x: 5, y: 11, dir: n }
- { x: 7, y: 8, dir: n }
# Only some cells have carvings. Blank cells say nothing, so the Navigator must count steps.
glyphs:
- { x: 1, y: 1, glyph: arch, label: "⌒ A stone archway (the entrance)" }
- { x: 3, y: 1, glyph: urn, label: "⚱ A cracked urn" }
- { x: 9, y: 1, glyph: candle, label: "🕯 A melted candle stub" }
- { x: 5, y: 3, glyph: bones, label: "☠ Crossed bones carved in the floor" }
- { x: 10, y: 3, glyph: drip, label: "💧 Water dripping from the ceiling" }
- { x: 1, y: 5, glyph: shell, label: "🐚 A seashell set in the stone" }
- { x: 8, y: 5, glyph: eye, label: "👁 A carved eye" }
- { x: 7, y: 6, glyph: anchor, label: "⚓ An anchor carving" }
- { x: 3, y: 9, glyph: wave, label: "🌊 Three wavy lines" }
- { x: 9, y: 9, glyph: fish, label: "🐟 A fish" }
- { x: 11, y: 8, glyph: moon, label: "☾ A crescent moon" }
- { x: 6, y: 11, glyph: keyhole, label: "🗝 A rusted keyhole in the wall" }
lanterns:
- { x: 3, y: 11, name: Lantern of the Low Tide }
- { x: 7, y: 3, name: Lantern of the Deep }
- { x: 11, y: 5, name: Lantern of the Turning Tide }
explorerView:
flavour:
blank: "Cold water around your ankles. Nothing carved here."
trap: "The floor collapses into black water! You surface, gasping... back at the archway."
lantern: "You strike the tide lantern and it flares blue. ({name})"
exitLocked: "A rusted sea gate with three lantern brackets. Locked tight."
exitOpen: "You hang the lanterns. Somewhere, a huge drain groans open. The sea gate rises."
gate: "A heavy flood gate swings shut behind you. It won't open from this side."
navigatorView:
showMoveCount: true
scoring:
trapPenaltySeconds: 60
parMoves: 80
successEnding: |
The water drains with a roar, and the Explorer climbs the sea-gate stairs into the harbour moonlight.
The Navigator's map is soaked, but nobody cares. 🏮🔑