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How to Draft a Retro 1990s Point-and-Click Adventure Game Bible Using Claude and Midjourney

Want to build the next Monkey Island or Grim Fandango? Here is how to use Claude to design classic, non-linear puzzle trees and Midjourney to render glorious 16-bit pixel art backgrounds for a complete retro game bible.

Updated 10/5/2026

There was a golden era in the 1990s when gaming wasn't about frame rates or ray tracing. It was about trying to combine a rubber chicken with a pulley to cross a canyon. The classic point-and-click adventure games of LucasArts and Sierra succeeded because of brilliant, irreverent writing, logical (and sometimes wildly illogical) puzzle chains, and gorgeous, hand-painted background art.

If you have a lingering idea for a nostalgic, pixelated adventure game, you do not need a studio of fifty developers to flesh out your concept. By pairing Claude with Midjourney, you can create an incredibly detailed, production-ready game design bible.

Here is how to design the world, map out the non-linear puzzles, and generate the retro visual assets for your own classic adventure game.

The Concept: Setting the Stage

Every great point-and-click adventure needs a slightly ridiculous premise. Before you write a single line of dialogue, you need to establish your world, your protagonist, and the core conflict.

For this guide, let us design a fictional game called The Last Biscuit. It is set in a sleepy, rain-drenched English seaside town in 1994, where a draconian local council has outlawed tea-drinking. Our protagonist is Arthur, a mild-mannered librarian who just wants a proper cuppa.

Feed Claude a prompt that establishes the tone, setting, and mechanics of a classic LucasArts title:

`text Act as an experienced game designer from the 1990s. I want to draft a design document for a point-and-click adventure game called 'The Last Biscuit'. The tone is dry, British, and slightly absurd, akin to Discworld or Monkey Island. Please draft a high-level overview detailing the protagonist (Arthur), the setting (Grimsby-on-Sea, 1994), and the primary goal (infiltrate the Town Hall to find the last hidden stash of Earl Grey). `

Claude will spit out a beautiful breakdown of the game's premise, complete with a list of key locations (The Soggy Cod Fish Shop, The Defiant Kettle underground pub) and secondary characters.

Step 1: Mapping the Puzzle Dependency Graph

In modern games, quests are often linear. In 90s adventure games, they are a beautiful, tangled web of dependencies. To get Item A, you must trick Character B into leaving their post, which requires Item C, which can only be acquired by solving a riddle from Character D.

We call this a Puzzle Dependency Graph. Designing these by hand can make your brain melt. Claude is exceptional at mapping these out without losing the plot.

Ask Claude to design a non-linear puzzle chain for the first act of your game. You can find more structured prompts to refine this in our prompt generator. Let us use this structure:

`text Design a classic puzzle dependency graph for Act 1 of 'The Last Biscuit'. Arthur needs to gain access to the underground tea smugglers' den. To get in, he needs a password, a disguise, and a membership token. Provide a step-by-step breakdown of how Arthur acquires these three things. Ensure that the puzzles are character-driven, humorous, and require lateral thinking. Use classic point-and-click verb commands (Look at, Talk to, Pick up, Use) in the step descriptions. `

Claude will generate a logical, hilarious puzzle flow. You will get sequences like using a stale, rock-hard scone as a paperweight to steal a bureaucrat’s reading glasses, which you then use as a makeshift magnifying glass to read a microscopic password printed on the back of a bus ticket.

Step 2: Writing the Cheeky Verb Matrices

One of the joys of classic games was clicking random items with the wrong verbs just to hear the protagonist make a witty remark. If you "Use" a post box, the game shouldn't just say "Nothing happens." It should mock you.

To make your game bible truly authentic, have Claude draft a "Verb Matrix" for key items in your opening room. For example:

  • Item: A giant, rusty anchor outside the maritime museum.
  • Look at: "It's holding the pavement down. Just in case of a very local gale."
  • Pick up: "I left my forklift in my other trousers."
  • Use: "Unless I find an incredibly large boat with an incredibly bad parking problem, I'll pass."
  • Talk to: "It's a bit cold. And iron. It's not a great conversationalist."

This level of detail makes a game bible incredibly valuable for writers and programmers alike. It’s a design process that just ticks nicely once you find the right rhythm.

Step 3: Visualising the Rooms with Midjourney

Now that you have your locations and puzzles mapped out, it is time to bring Grimsby-on-Sea to life. Midjourney is the ultimate tool for visualising retro game environments, but you must be highly specific with your prompts to avoid modern, hyper-realistic renders.

You want to capture the distinct look of 256-colour VGA graphics, hand-drawn background art, and isometric or flat side-scrolling perspectives. You can browse live examples of retro game aesthetics on the official Midjourney showcase to see how other creators prompt for retro styles.

Try this prompt structure in Midjourney for your starting location:

> /imagine prompt: A 1990s point-and-click adventure game background, 16-bit pixel art, Grimsby-on-Sea harbor on a rainy day, old brick buildings, a fish and chip shop with a neon sign, flat 2D perspective, LucasArts style, VGA 256-color palette, highly detailed, atmospheric lighting --ar 16:9 --v 6.0

If the output is too clean or looks too modern, try adding terms like "low-fidelity pixelation," "dithered shading," or "retro adventure game screenshot" to force that crunchy, nostalgic feel.

Step 4: Structuring the Bible

Once you have compiled your puzzle graphs, dialogue snippets, and concept art, pull them together into a structured markdown document. Organise it by:

  1. High Concept & Tone: The pitch, the setting, and the target audience.
  2. Character Profiles: Arthur, the tea smugglers, and the tyrannical mayor.
  3. Location Guides: Complete with Midjourney concept art links and interactive object tables.
  4. The Puzzle Graph: A clear, node-by-node walkthrough of the main quest.

If you find yourself stuck on technical terms or need to clarify design jargon like "state machines" or "gated progression" for your documentation, you can browse through our comprehensive glossary.

With Claude handling the logical architecture of your absurd puzzles and Midjourney painting the gloomy, nostalgic streets of your fictional seaside town, you will have a game design bible that looks and reads like a lost classic from 1994. All that is left to do is find a coder who knows their way around Adventure Game Studio.

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Build something with the prompt generator, decode the jargon in the glossary, or compare the tools on our platform deep-dives.