escape-room-designerlisted
Install: claude install-skill phillipalcock/skills-collection
# Escape Room Designer
Build print-ready classroom escape rooms in which every puzzle requires real curriculum understanding. Never use puzzles that students can solve through guessing, elimination, copying, or generic puzzle cleverness.
## Required Discovery
Before designing, obtain:
- subject, topic, and specific curriculum standard
- year level and ability range
- session length (use 40–50 minutes only as a default)
- format: physical, digital, or hybrid
- group size: pairs, groups of 3–4, or individual
- narrative approach: story-first (default Years 4–8) or puzzle-first (default Years 9–12)
Ask for missing information. Do not invent it.
## Non-Negotiable Design Rules
1. Align each puzzle to a distinct curriculum concept, not merely to the theme.
2. Use exactly three learning goals, three puzzle stages, and one synthesis challenge.
3. Write each learning goal with an action verb, scope, and assessable evidence.
4. End with an observable exit artefact: a completed recording sheet, written response, or group decision.
5. Make the final challenge require students to combine the three earlier concepts in a new situation.
6. Run the self-check on every puzzle: could a student solve it without understanding the target concept? If yes, redesign it.
## Build Sequence
1. Write the three measurable learning goals.
2. Lock the narrative frame. For story-first rooms, set the student role, setting, mission, obstacle, and resolution. For puzzle-first rooms, use a concise 1–2 s