# Engagement Layers (Crafting Feel) Crafting is the *primary* action of the game — not seasoning on a meta-game like Stardew or Minecraft. That means the bar is higher. Drag-to-station with a strategic input layer is enough for *thinking* engagement, but it's not enough for *feeling* engagement. Three additive layers fix that: | Layer | What | Status | |---|---|---| | **Layer 1: Juice** | Visceral feedback on every interaction (drag-snap, particles, audio, haptics) | Recommended, not formally accepted | | **Layer 2: Master's Touch** | Brief skill-timing mini-game per craft, opt-in, difficulty-scaled | **Designed** (this doc) | | **Layer 3: Adjacent-station synergy** | Passive bonuses for thoughtful parallel-craft scheduling | Recommended, not formally accepted | References for "primary-action games that feel amazing": **Vampire Survivors** (almost no decisions, every kill is a tactile pop), **Forager** (click rock → satisfying), **Cookie Clicker** (literally just clicking, juiced perfectly), **Slay the Spire** (cards already chosen, but each play feels meaningful). ## Layer 1: Juice (recommended) The single biggest miss in vanilla drag-to-station crafting. Make the *act* feel like bubble wrap: - Ingredients drag with weight. They *snap* into station slots with a small particle burst, audio per placement, brief haptic - Stations have idle animations that intensify when you hover ("ready to receive") - A small visual countdown / heartbeat as the craft "thinks" - Workshop ambient SFX layer up briefly during craft action - Card lift-out at completion uses the reveal choreography (already designed in [13-reveal-choreography.md](13-reveal-choreography.md)) Forager and Vampire Survivors are mechanically simple games whose secret is *all* in the juice. Worth taking that lesson seriously — this layer carries the moment-to-moment feel for every player whether they engage with the others or not. ## Layer 2: Master's Touch (designed) Inspired by the dart mini-game in *Sherlock Holmes: Case of the Serrated Scalpel* — two-axis energy meters, simple input, difficulty-scaled. Brief skill-timing per craft that *nudges* outcomes without dominating them. ### The mechanic After the player hits Craft, the result auto-resolves over the craft's duration. *During that window*, two energy meters appear in sequence: - **Meter 1 — Quality**: horizontal bar with a moving indicator and a green zone. Tap to lock. Hitting green nudges the quality roll up. - **Meter 2 — Critical**: appears after Meter 1 locks. Same mechanic. Hitting green increases critical-success chance. **If the player ignores the meters, the craft auto-resolves on its timer with the engineer's roll alone. No penalty.** This is the foundational rule — engagement is opt-in. ### Difficulty scales meter behavior Faster meter + smaller green zone = harder timing. Difficulty is a function of: - **Recipe baseline** — Crude Pickaxe = slow; Lapis-Infused Moonsilver Falchion = fast - **Target quality vs. engineer skill** — attempting Masterwork roll with a journeyman narrows the zone further - **Critical-attempt toggle (opt-in)** — further narrows the zone in exchange for bigger crit bonus A player attempting ambitious crafts is leaning in, timing carefully. A player banging out 20 Crude pickaxes for sale hits Craft → wait → done. ### Themed skinning per station Universal input mechanic, station-specific visual: | Station | Skin | |---|---| | Forge | Hammer-strike rhythm — meters are timing of two hammer falls | | Alchemy Table | Stir-and-pour — stir tempo + pour-in moment | | Loom | Shuttle-pass timing | | Carpenter | Plane-stroke + chisel-tap | | Glassworks | Furnace-pull + blow-rhythm | | Jeweler | Setting-press + polish-stroke | Same inputs, recognizable craft motions per discipline. Players develop favorites without learning new mechanics. ### Reward magnitude (bounded) The nudge matters but doesn't dominate. Working numbers: - **Hit both green** → +1 to quality-band roll, +5% critical chance bump - **Hit one** → small partial bonus - **Miss both / skip** → engineer-skill roll only, no penalty - **Critical-attempt toggle** → +15% crit chance if both hit, smaller margin for error **Engineer skill remains dominant.** A Master Engineer with both meters missed should beat a Journeyman with both meters hit on average. The mini-game polishes the result; it doesn't replace the strategic layer. ### Trait integration Roster traits become visibly meaningful in the meter: - **Lucky** — widens green zones for that engineer's crafts - **Steady** — slows meters slightly - **Hasty** — narrows zones (penalty), small speed bonus to craft duration - **Drunk** — meters wobble erratically; high variance This is how traits become *felt* during play, not just stat numbers in a tooltip. ### Tie-ins - **Onboarding** ([12-onboarding.md](12-onboarding.md)) — the forced-crit Lantern moment is "you nailed both meters." Player feels they earned it. The earlier Crude Pickaxe craft gently introduces the meter on slow speed with a wide green zone (essentially impossible to miss) so the mechanic is taught before it matters. - **Reveal choreography** ([13-reveal-choreography.md](13-reveal-choreography.md)) — critical-success mid-flip fires both from lucky engineer rolls AND from perfect Master's Touch timing. Same dopamine moment, different earnings paths. - **Veteran auto-craft** — toggle in settings to skip the meters by default for queued bulk crafts. The mini-game is for the items that matter, not for filling sale queues. ### Accessibility - Auto-craft toggle (skip meters always) — no penalty - Larger green zones option (motor-impairment / casual mode) - Visual feedback for meter timing strong enough that audio-only or visual-only players can both engage - Pause-during-meter-tap for cognitive load (no tight reflex pressure) ## Layer 3: Adjacent-station synergy (recommended) Reward thoughtful parallel-craft scheduling without adding a new active mechanic. Pure rule additions to the existing system: - **Shared-warmth** — two parallel crafts sharing an ingredient type (both use iron) → both get a small quality bonus - **Chained refining** — one craft's output is the next queued craft's input → small efficiency bonus, faster turnaround - **Engineer cross-assist** — same engineer assigned to two adjacent crafts → fatigue cost, small bonus to both - **Discipline pair** — Smith + Jeweler crafting at the same time → set-piece bonus when their outputs combine into one final item later This is a *thinking* hook that emerges from existing systems. Players who optimize feel clever; players who don't still get fine results. No new UI, no new mini-game. ## What we're explicitly NOT building - A mandatory mini-game per craft (kills veterans, hates the loop) - Skill bars / mastery numbers per craft type (deliberately cut earlier) - Real-time combat or twitch-action elements (wrong game) - A sticker-album of mini-games (one per station with totally different mechanics is fragmenting; the themed-skinning approach keeps the input language unified) ## Summary The combination — Juice everywhere, Master's Touch as opt-in skill nudge, Synergy as opt-in optimization — gives crafting **viscera + skill + strategy** without any single layer having to carry alone. Players who want to button-mash get satisfying button-mashes. Players who want to optimize have meaningful levers. Players who want to roleplay just craft and equip and admire. Open questions: - Visual representation of the meter — vertical / horizontal / pendulum / circular dial? - Sound design per station's themed meter (hammer-rhythm vs. shuttle-click vs. pestle-grind) - Critical-attempt toggle — is this a craft-time choice, or a default setting per item type? - Layer 1 and Layer 3 — these are recommended but not yet formally accepted. Worth pulling on each as separate threads later.