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>
88 lines
3.6 KiB
YAML
88 lines
3.6 KiB
YAML
id: labyrinth-of-lanterns
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engine: labyrinth
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category: co-op
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title: Labyrinth of Lanterns
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tagline: One of you is lost in the dark. The other holds the only map.
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estimatedMinutes: 10
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difficulty: 1
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players: { min: 2, max: 2 }
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theme: { primary: "#3d2c6b", accent: "#ffb347", background: "#09070f", 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 the ancient map. You can see every wall, glyph and trap. You can't see your partner.
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B:
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name: Explorer
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blurb: You're inside the labyrinth with one candle. You only see the floor right under your feet.
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intro: |
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Beneath an old cathedral lies a labyrinth built for lovers. Legend says only a couple who
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truly listen to each other can carry the **three lanterns** out.
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**Explorer:** describe every glyph you step on and which ways you can go.
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**Navigator:** work out where they are, guide them to the lanterns, and steer them **around the traps**.
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The Explorer can't see the traps. One wrong step and they wake up back at the entrance.
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# Grid legend:
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# # wall . floor S start
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# E exit (opens only when all 3 lanterns are carried)
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# K lantern key (collected on entry)
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# T trap (invisible to Explorer; on entry → back to S, keys kept, +60s penalty)
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# Coordinates are (x, y) with (0,0) top-left.
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grid:
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- "###########"
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- "#S..#.....#"
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- "#.#.#.###.#"
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- "#.#...#K..#"
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- "#.#####.#.#"
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- "#...T...#K#"
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- "###.###.#.#"
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- "#K..#.T.#.#"
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- "#.###.#.#.#"
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- "#..T....#E#"
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- "###########"
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# Floor glyphs: Explorer sees the glyph of their current cell; Navigator sees all of them on the map.
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# Many floor cells are deliberately blank so the Navigator has to track moves, not just glyphs.
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glyphs:
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- { x: 1, y: 1, glyph: sun, label: "☀ A carved sun (the entrance)" }
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- { x: 3, y: 1, glyph: spiral, label: "🌀 A spiral" }
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- { x: 5, y: 3, glyph: crescent, label: "☾ A crescent moon" }
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- { x: 9, y: 1, glyph: eye, label: "👁 An open eye" }
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- { x: 1, y: 5, glyph: feather, label: "🪶 A feather" }
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- { x: 3, y: 7, glyph: wave, label: "🌊 Three wavy lines" }
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- { x: 7, y: 5, glyph: crown, label: "👑 A crown" }
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- { x: 7, y: 9, glyph: star, label: "★ A star" }
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- { x: 9, y: 7, glyph: rose, label: "🌹 A rose" }
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- { x: 5, y: 9, glyph: heart, label: "♥ Two hearts, intertwined" }
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lanterns:
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- { x: 7, y: 3, name: Lantern of Patience }
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- { x: 9, y: 5, name: Lantern of Trust }
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- { x: 1, y: 7, name: Lantern of Listening }
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explorerView:
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# What the Explorer gets each move (server-built, never the grid):
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# { glyphLabel | null, open: { n, e, s, w }, lanternHere: bool, keysCarried: n, atExit: bool }
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flavour:
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blank: "Bare stone. Your candle flickers."
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trap: "The floor gives way! Darkness... you wake up at the carved sun."
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lantern: "A lantern glows to life in your hands! ({name})"
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exitLocked: "A heavy door with three empty lantern hooks. It won't budge."
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exitOpen: "You hang the three lanterns. The door swings open onto starlight."
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navigatorView:
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# Navigator sees the full grid, glyphs, lanterns (dimmed once collected), traps, exit.
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# Navigator NEVER receives the Explorer's coordinates. They do get: keysCarried, and a
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# toast "Your Explorer fell into a trap and is back at the entrance." when it happens.
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showMoveCount: true
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scoring:
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trapPenaltySeconds: 60
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parMoves: 60
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successEnding: |
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The Explorer climbs out into the cathedral garden carrying three lanterns.
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The Navigator is waiting with the map rolled up and a grin.
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**Patience. Trust. Listening.** Turns out that's the whole map. 🏮🔑
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