Moment Studio
Earned moments. One resolved outcome, one presentation.
Compare the same real result as an ordinary result, a highlight and a signature ceremony. Every trigger is a game fact; awarding points never belongs to the effect.
Feedback levels
L0 · Response
80–180msConfirm the action registered. Never a forced wait.
Select, submit, pass, ready
L1 · Result
200–500msMake an ordinary outcome satisfying.
A vote result, one correct answer
L2 · Highlight
0.8–1.5sRecognise something specific.
Accurate prediction, real lead change
L3 · Signature
1.5–2.5sA rare outcome or phase gets its own identity. Result stays readable after.
Imposter escape, Pulse Rush ready, finale
Same outcome, three treatments
Read the Room · 6 of 6 chose "Charming"
Same brain · 6 of 6
"Charming" — every submitted pick.
Answer stays visible. Optional: anyone want to defend the other side? No bonus points.
Reduced motion shows the same headline, rays as a static graphic, exact result and next action. Muted shows everything with no sound. Neither loses points or information.
Storyboard · Same Brain
- 0–300msLocked avatars, "6 choices locked", prompt readableSoft gathering tone
- 300–700Links converge on the answer; answer begins to revealShort rise, same motif
- 700–850Exact result appears; one small impact on the decorative frameImpact accent · optional brief vibration
- 850–1400Gold ring completes; "SAME BRAIN · 6 OF 6"; peripheral particlesResolving chord, fade
- >1400Static result, discussion / next roundSilence
Event contract
- Trigger
- ≥4 eligible; all expected picks submitted; 0 passes; 0 away; identical choice
- Exclusions
- Sensitive disclosures; unknown/missing votes; shared-phone public play (label as host-confirmed show of hands)
- Data shown
- Exact denominator "6 of 6"; the answer text
- Recipients
- Stage (public). Phones: small badge
- Repeat
- Second unanimity within 60s → badge, not ceremony
- Points
- None from the effect
Coordination rules (engine behaviour)
Resolve once, present once
Each moment references session · game · round · outcome. Duplicate taps, reconnects and replays award nothing and never rerun the live ceremony.
One dominant event
Priority: interruption → authoritative result → signature → highlight → response → decoration. Lower never covers a settings sheet.
Coalesce, don't queue
Max one signature per set; ~60s decorative spacing (a real finale may supersede). Highlights become in-place badges during cooldown.
Cancel on context change
Game switch, pause, settings, cancelled round → pending effects and audio are cancelled; resume restores static state.
No leaks
Private ballots/roles never influence public particles, sounds, borders or accessible labels before reveal. Identical private confirmation for every role.
Fairness outside animation
Deadlines and scores resolve in the game system; an animation callback never decides points or time.
Shake bounds
Decorative frame or object only: 2–4px, 120–180ms, rapid decay; zero shake available; never the viewport, a text field or a button under a finger.
No strobe
No full-screen flash sequences. Impact through staging, typography, geometry and sound; edge glow at most.
Hard mute
Mute stops active and scheduled audio immediately. Sound needs a user gesture; blocked audio leaves a complete visual result.
Reduced motion = equal
Stable rays, bold headline, completed ring, exact score, same next action. Never "boring mode", never fewer rewards.
Moment vocabulary · tap to feel
Signature finale
Pulse Rush · team relay, 2 × 30s
Invitation after three completed Party Mix sets. 60 seconds of active play, about 90 with handoff — to validate. Playable in the room as Act It Out with 30-second legs.
Invitation
After the third completed set. Never interrupts a round, never expires. Start / Later / Quieter finale.
Setup
Two teams, equal 30s legs, deck + heat cap, one-line scoring. Read rules without a countdown.
Team A ready → leg
Neutral operator taps Correct / Pass. Each accepted answer = 1. Local tally pops at 3, 5, 8 solved (totals, not streaks).
Deadline
Scoring stops; final accepted result stays visible. Handoff is untimed.
Team B ready → leg
Same duration, comparable difficulty, no repeated prompts.
Result
Totals, genuine lead change or close finish. Ties stay ties unless both teams accept an equal tiebreak.
Return
Back to Party Mix with heat and topic limits intact.
No hidden multipliers, stolen seconds or comeback decks. Quieter finale alternative: three untimed prediction rounds with the same gold stage. The three-set meter is an invitation, never a gate.
Concept backlog · presentation vs new mechanics
Dead Heat
PresentationExact even split, ≥4 valid, no missing → two equal panels, invite debate.
Nailed It
PresentationDeclared exact-split prediction correct → bars snap together, show both numbers.
Last-Second Legend
PresentationAccepted score in final 3s → stamp the accepted time; clock never changes.
Alibi Avalanche
PresentationOne entry wins every other player's vote → "all other players", then author reveal.
Double Take
PresentationOpted-in author reveal as a captioned comic panel; no surprise detection.
Mic Drop
PresentationGroup-nominated favourite with author approval to keep the quote.
The Drop
PresentationHost-controlled transition at a safe boundary using the game's own stage.
Pulse Constellation
PresentationLobby: all ready → avatars connect into a small stable pattern.
Alibi Club
New mechanicParallel short writing, anonymous reveal, no-self-vote. Connected only. Next prototype.
Club Emergency
New mechanicComplementary phone instructions, finite cooperative goal. Full rules needed.
Relay Chain
New mechanicStory/drawing relay with paced reveal. Later.
Overtime / Rematch / Encore
PresentationExplicit consent, truthful past scores, no forced extension or multiplier.