PUZZLES
As the gameplay may vary from background to background for each playthrough, I’ve had to do some thinking on the kinds of different puzzles that make sense for each background, be they work backgrounds or economical backgrounds. The economical ones layer over top of the work backgrounds ones, which just means I’ll deploy them throughout the chosen narrative.
ECONOMICAL BACKGROUND PUZZLES These are sprinkled throughout the different paths depending on the economical background chosen at the beginning of the game.
NOBLE - speech etiquette (rich person doublespeak is its own sort of puzzle) - waltz based rhythm game in 3/4 time with integrated dialogue at key moments - physical etiquette puzzles (why would someone use x fork instead of y fork in this instance for this kind of food, etc)
COMMONER - social graces analysis (a poorer person is better at analysing the spoken and unspoken languages that people employ in a social context) - speaking to the edifice (investigating hidden keys in the architecture to find entrances to hidden places)
WORK BACKGROUND PUZZLES These are the main puzzles for each of the different paths. There will be two or three of each different kind for each narrative path, with the economical puzzles sprinkled in between these and the dialogue. I also made some types overlap because certain things would just be known by more than one archetype.
ESOTERIC ACADEMIC - toxicology puzzle - deciphering puzzle - art history analysis
PERFORMER - art history analysis - hidden object puzzle - musical theory analysis
BEAT COP - architectural analysis - hidden object puzzle - toxicology puzzle















