LUNA / Stack / Resonance Tuning
Stack · 22 cards
Resonance Tuning
Resonance Tuning
Stack
Resonance Tuning
Resonance Tuning
cards
The cards
RT-A-01 Material Weight The weight of a component in the hand – heavy metal coins feel more valuable than light cardboard chips.
RT-A-02 Snap Feedback A component snaps audibly and tangibly into its position – the game confirms: correctly placed.
RT-A-03 Stacking and Collecting Sound The clatter, clink or rustle when gathering and stacking components – the acoustic mirror of the game state.
RT-A-04 Card Shuffle Feel The tactile and auditory experience of shuffling cards – riffle shuffle, overhand shuffle, dropping into a stack.
RT-A-05 Component Haptics The surface quality of game material – rough, smooth, textured, warm, cold – addresses the sense of touch directly.
RT-A-06 Dice Collision The clatter, roll and impact of dice – the most iconic sound of analog game systems.
RT-A-07 Magnetic / Mechanical Attraction Components that attract each other, snap together or mechanically lock – the game wants to be assembled.
RT-D-01 Screen Shake The entire game view briefly vibrates in response to an action – the world reacts to the agent.
RT-D-02 Hitlag / Frame Freeze The game freezes for a few frames when a hit lands – the moment stretches, the weight becomes palpable.
RT-D-03 Particle Effects Small visual elements (sparks, dust, shards, light) spray from the point of interaction – the game celebrates the action.
RT-D-04 Controller Vibration / Haptic Feedback The controller vibrates in the agent's hands – the game bridges the gap between digital events and the physical body.
RT-D-05 Sound Punctuation A crisp single sound marks the moment of the action – the auditory full stop behind the deed.
RT-D-06 Slow Motion / Bullet Time The play tempo slows – the agent gains overview, the game emphasizes the drama of the moment.
RT-D-07 Camera Zoom / Dolly The camera moves closer or further away – the game directs attention and communicates meaning.
RT-D-08 UI Feedback Interface elements react visually – health bars flash, icons pulse, edges glow up.
RT-P-01 Body Contact / Tag Touch between agents as a play act – tagging, tapping, a shoulder touch. The most direct feedback channel of all.
RT-P-02 Room Acoustics The sonic quality of the play space – reverb, silence, dampening, echo. The space as an auditory co-player.
RT-P-03 Group Call / Chanting Joint shouting, counting or chanting – the group as a sounding body that makes community audible.
RT-P-04 Prop Feedback The physical properties of game props – weight, sound, texture, smell. Objects as sensory anchors in the performative space.
RT-P-05 Voice Modulation The deliberate change of speech style, pitch, volume and tempo – the voice as the primary feedback instrument.
RT-P-06 Movement Impulse The call to physical movement as feedback – running, jumping, ducking, freezing. The body as a resonating body.
RT-P-07 Room Change The play space itself changes – light, furniture, doors, boundaries. The environment reacts to the course of play.
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