tgame/docs/16-engagement-layers.md
Parley Hatch 2abfe4abd1 Initial commit: design docs
Working title 'tgame' is provisional. Top-level samples/ and
docs/samples/ are gitignored; visual/art pipeline lives outside
this repo.
2026-05-17 11:16:07 -06:00

7.8 KiB

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).

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)

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) — 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) — 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)

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.