Our review
This skill defines navigation links between rooms in a memory palace, with support for guards, hidden exits, and directional encoding.
Strengths
- Enables structured navigation with cardinal and diagonal directions.
- Supports guards, hidden exits, and metaphysical transitions for rich gameplay.
- Integrates with pie menu topology for intuitive direction-meaning mapping.
- Allows both simple and complex conditional access via guard system.
Limitations
- Requires understanding of YAML and possibly code for guards.
- Not a full game engine; relies on predefined room structure.
- Guard compilation events may need additional tooling.
Use when designing room-based adventures or memory palaces that require directional navigation and conditional access.
Avoid for linear narratives or systems where direction has no semantic meaning.
Security analysis
SafeThe skill defines configuration structures for a text adventure navigation system using read_file and write_file. No destructive, exfiltrating, or obfuscated actions are instructed.
No concerns found
Examples
Add a north exit to the current room that leads to a new room called 'Dark Passage'.Make an east exit that requires a silver key, with a description 'A heavy iron door' and a lock message 'The door won't budge.'Add a hidden down exit to a secret cellar, with a hint 'The rug seems oddly placed...'name: exit description: Navigation links between rooms — the edges of the memory palace allowed-tools:
- read_file
- write_file tier: 1 protocol: PIE-MENU-TOPOLOGY tags: [moollm, navigation, room, topology, pie-menu] related: [room, adventure, memory-palace] adversary: dead-end
Exit
"Every exit is a promise of adventure." — The Gezelligheid Grotto Guest Book
What Is It?
An Exit is a navigation link connecting one room to another. In MOOLLM's spatial architecture, exits are the EDGES of the memory palace graph.
Exits can be:
- Simple — just a destination
- Guarded — require conditions to pass
- Hidden — discoverable through exploration
- Metaphysical — conceptual rather than physical
Pie Menu Topology
Don Hopkins' pie menu insight: direction IS meaning.
| Direction | Purpose | |-----------|---------| | N/S/E/W | "Highway" links to major rooms | | NW/NE/SW/SE | "Grid" links to expandable sub-rooms | | UP/DOWN | Vertical transitions | | IN/OUT | Conceptual transitions |
Cardinal directions form the spiderweb — the main navigation network. Diagonal directions form grids — expandable arrays of sub-rooms.
Guard System
Guards are natural language conditions that control access:
guard: "player has the brass key"
guard_js: "(ctx) => ctx.player.inventory.includes('brass-key')"
guard_py: "lambda ctx: 'brass-key' in ctx.player.inventory"
The guard field contains human-readable intent.
The guard_js and guard_py fields contain compiled code.
The adventure compiler emits COMPILE_EXPRESSION events for guards that need compilation.
Exit Types
Simple Exit
north:
destination: ../maze/room-a/
description: "A dark passage leads north."
Guarded Exit
east:
destination: ../treasury/
description: "A heavy iron door."
guard: "player has treasury key"
locked: true
lock_message: "The door won't budge."
unlock_with: "treasury-key"
Hidden Exit
down:
destination: ../secret-cellar/
hidden: true
hint: "The rug seems oddly placed..."
One-Way Exit
down:
destination: ../pit/
one_way: true
description: "A slide into darkness. No going back."
Metaphysical Exit
inward:
destination: ../consciousness/
metaphysical: true
description: "Close your eyes and think about who you really are."
Memory Palace Integration
From Frances Yates' "The Art of Memory":
"The method of loci places items at specific locations along an imagined journey."
Every exit is a doorway in the memory palace. The direction encodes meaning. Players navigate by spatial memory.
Related Skills
- room — Where exits live
- adventure — Uses exits for navigation
- memory-palace — Exits as mnemonic paths
Protocol Symbol
PIE-MENU-TOPOLOGY — Direction IS meaning
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