Drunken Viking — a puzzle where the hero disobeys
Drunken Viking
The hero wakes with a headache and cannot remember how he got here. Relatable? The difference: the hero is a viking, the place is a troll-infested dungeon, and the exit is a bed at the level end. And the viking is drunk: push him — he walks until blocked.

The catch
Ordinary puzzles ask "where to go". This one asks "what breaks". Every viking step can:
- collapse a fragile floor,
- wake a troll,
- slam a passage shut behind you.
So think not in routes but in consequences: this corridor looks short, but the bridge collapses after it, while that one is long yet everything survives. It is reverse sokoban, and your brain rewires in ten minutes.
Seven tales
Each level opens with a story: how Birger married, how the troll Thorgeir blocked a raid, how Ragnar's wife bore a viking. All tales end the same — with drinks. And levels end with a bed: reached it alive — level cleared.
Weekdays here are Norse: Sun-day, Moon-day, Tyr's-day. A small thing, but it sets the mood.
The main advice
Do not rush. The viking has nowhere to hurry — he is late everywhere already. Stand still, survey the whole level, picture two or three steps ahead. A mistake costs no life here (R restarts), only time. And in a game like this, time is the most precious thing.
Who will enjoy it
Fans of calm puzzles where losing is funny and winning is "of course, why did I not see it". Seven levels take an evening, and each leaves the feeling of a small victory over your own inattention.