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[Procedural-Gen][Puzzle] Looking for a collaborator: procedural puzzle generator for a live “gauntlet” show

A topic by Aptissimo created Dec 05, 2025 Views: 168 Replies: 1
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Hey you all,

I’m working on a project called The Labyrinth – a live, online, multi-round skill-based puzzle gauntlet that plays out a bit like a game show (hundreds enter, a small group survives, one champion).

I’m looking for someone who:

  • Enjoys procedural puzzle generation (logic, pattern recognition, constraint puzzles, etc.)
  • Can design generators that produce isomorphic but distinct instances (same structure/difficulty, different surface details)
  • Is interested in tying puzzles together into a meta-puzzle (clues from earlier rounds pay off later)
  • Is open to talking about anti-cheat / anti-memorization considerations (since puzzles will be part of a broadcasted event)

The goal isn’t “infinite random Sudoku,” but a small family of puzzle types that can:

  • Scale to hundreds of concurrent players
  • Be solved under time pressure
  • Be parameterized for difficulty
  • Emit clean, checkable “keys” for a final meta-puzzle

This is not a hobby-only thing for me:

  • I’ve secured domains (thelabyrinth.win for the game / currently a testing environment, thelabyrinth.site for info/presale).
  • The plan is to build real events with tickets, prizes, and a reveal campaign.
  • I’m expecting to pay for meaningful generator work and am open to revenue share / equity discussion.

Right now, I’m not looking to dump every detail publicly – I’d rather walk through the full format 1:1 with someone who’s genuinely interested.

If this sounds like your kind of problem:

  • Reply here and feel free to share a couple of examples of procedural puzzle work you’ve done (or games you love that are in this space).
  • I’ll share more about the structure, constraints, and where I’d like procedural generation to do the heavy lifting.

Thanks!

Gabe

Hi, have you found anyone to collaborate with on this yet?

If not, I'd be interested in either collaborating or just discussing some ideas. I'm currently working on a puzzle-based procedural murder mystery, using a simulation-first approach, rather than generating a story and forcing the world to fit it.

Your "skill based" with meta-puzzle problem sounds fun.