Icon Adventure

Adventure games drawn from a library of 412 icons, from one manifest: scenes on painted backdrops, things to look at, take, open and use, people to talk to, items to combine, locks, dialog trees and endings. Write the scenes (a backdrop, things placed by [x, y] with a glyph and a role: take, exit, container, person, lock), the items, people and dialog nodes, and the rules that join them ("use oil on lamp" -> "end:lit"); the plate draws every glyph in one look (sticker, duotone, line, ink, solid, badge, neon or pixel), paints the rooms and landscapes, walks the hero as a painted figure, and plays it with verbs, an inventory, speech bubbles, hints, sound and saves. Its solver proves a game can be won before anyone plays it: the write receipt names a puzzle that has no solution, a scene nobody reaches and a move that leaves the player stuck for good, and adventure.info gives the shortest walkthrough. The manifest's `game` picks the kind: point & click (with a hero, or first person), and as their plates land escape rooms, hidden object, text adventures, visual novels, gamebooks, detective mysteries and action-adventures. Four layouts: classic (an icon bar), nine verbs, one click, and kiosk (the walkthrough plays itself). Ships empty on purpose.

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