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