Back to Game
Echo Chamber - Game Design Guide
Game Concept
# Echo Chamber
## Theme
You are an acoustic architect trapped in The Void Between Sounds, a dimension where thoughts manifest as resonant frequencies. Your goal: build the perfect echo chamber to amplify faint whispers into world-shaping anthems. The deeper you resonate, the more you attract attention from the creatures that live in the silence—some helpful, some hungry. The theme explores the beauty of sound, the tension between harmony and dissonance, and the philosophical question: if you amplify something long enough, does it become true?
## Core Loop
### Second-to-Second
- Click the central Resonator to generate raw Frequency (your primary currency)
- Watch vibrations ripple outward visually as particles; satisfying audio feedback on every click
- Monitor the Resonance Level—too low and production stalls, too high and you risk Dissonance (a penalty state)
### Minute-to-Minute
- Allocate Frequency between different Tuning Forks that specialize in producing Harmonics (secondary currency)
- Feed Harmonics into the Amplifier Grid to unlock overtones and multipliers
- Make strategic decisions about which frequency ranges to specialize in (bass/mid/treble) based on upcoming Silence Events
### Session-Level
- Plan your build around the "Great Cadence"—a resonance spike that occurs every 10 minutes
- Balance between efficiency (smooth optimization) and risk (riding high resonance for rewards but courting Dissonance)
- Work toward constructing the Master Chord, the late-game unlock that triggers prestige eligibility
## Currencies
### Frequency
- **Role**: Primary
- **Earned by**: Clicking the Resonator, passive generation from Tuning Forks, Harmonic resonance bonuses
- **Spent on**: Building new Tuning Forks, upgrading Amplifier slots, triggering special events
- **Feel**: The raw fuel—the satisfying number that goes up. Represents unshaped potential energy.
### Harmonics
- **Role**: Secondary (Conversion)
- **Earned by**: Tuning Forks automatically convert Frequency into Harmonics based on their frequency range (bass/mid/treble). Different fork types produce different harmonic ratios. Example: A Bass Fork converts 10 Frequency → 1 Deep Harmonic, while a Treble Fork converts 10 Frequency → 3 Bright Harmonics (but Bright Harmonics are more volatile).
- **Spent on**: Powering the Amplifier Grid, researching new Resonance patterns, fueling the Master Chord construction
- **Feel**: The strategic resource—what you actually think about and optimize. Represents shaped, purposeful sound.
### Silence
- **Role**: Tertiary (Prestige/Event)
- **Earned by**: Surviving Dissonance events without breaking, achieving perfect resonance moments, sacrificing excess Harmonics during "Quiet Moments" (random events where you can trade production for Silence)
- **Spent on**: Prestiging (Resonance Reset), unlocking permanent Amplifier tiers, purchasing one-time "Echoes" (permanent boosters)
- **Feel**: The precious scarcity—the thing you hoard and spend carefully. Represents wisdom gained from stillness.
### Resonance
- **Role**: Meter (Not spendable, but critical)
- **How it works**: A 0-100% meter that rises as you produce and falls when idle. Below 30% = muted production. 30-70% = optimal zone. 70-90% = bonus production but Dissonance risk. Above 90% = critical Dissonance chance.
- **Feel**: The tension mechanic—the push-your-luck element that creates moments of "do I ride this edge or play it safe?"
### Dissonance
- **Role**: Penalty state
- **How it works**: Accumulates when Resonance stays in the red zone too long. Each stack reduces all production by 10%. Cleared by spending Silence or by a "Reset Cadence" (small soft reset that costs 30 seconds of time)
- **Feel**: The consequence of greed—makes high-risk strategies genuinely risky.
## Currency Flow
Frequency flows into Harmonics through Tuning Forks, but different forks specialize in different Harmonic types (Deep, Warm, Bright). This creates a production puzzle: you can't just max one fork type, because the Amplifier Grid requires BALANCED harmonic input to function efficiently.
Harmonics flow into the Amplifier Grid, which has slots that accept specific harmonic types. A fully-matched grid (e.g., all three Deep Harmonics in a "Bass Amplifier" slot) produces massive multipliers but is brittle—mismatched harmonics in a slot produce less but are more flexible.
Silence is the sink that prevents infinite Harmonics hoarding. "Quiet Moment" events appear periodically, offering to convert 100 Harmonics → 1 Silence. This forces the player to decide: "Do I keep building my Amplifier Grid, or do I cash out now for long-term power?"
The Resonance meter ties everything together: more activity = higher resonance = better bonuses but higher Dissonance risk. Skilled players dance in the 70-85% zone; new players stay safer; ambitious players ride 90%+ and burn Dissonance stacks aggressively.
## Progression Hooks
### Early Game (0-5 minutes)
- **The Hook**: First click on the Resonator produces a visible ripple AND a synthesized tone. Each click sounds slightly different, creating a subtle melody as you play.
- **First Aha**: Unlock your first Tuning Fork and realize "wait, it's converting automatically?" and then discover that different fork colors produce different Harmonics.
- **Pull Factor**: You can see the Amplifier Grid slots in the distance—some locked, some empty. The first slot unlock is at 50 Harmonics, and you hit it in about 90 seconds. Instantly satisfying: "Oh, THIS is what the game actually is."
### Mid Game (5-15 minutes)
- **System Expansion**: Unlock the Resonance Meter (actually visible from start, but only becomes interactive now). Previously, it was just flavor. Now, high resonance triggers "Overtones"—rare bonus events that shower you with resources.
- **New Complexity**: The first "Silence Creature" appears—the Whisper Moth. It's attracted to high Resonance and lands on your Amplifier Grid, randomly boosting one slot but sipping Harmonics. You can shoo it (lose the bonus) or let it feed (lose resources, keep bonus).
- **Strategic Depth**: Unlock the "Cadence Planner," a preview system showing when the next Great Cadence is coming. Now you're planning your buildup around these 10-minute cycles.
### Late Game (15-30 minutes)
- **Complexity Accumulation**: You have 8+ Tuning Forks, all three Amplifier tiers unlocked, multiple Silence Creatures visiting, and you're actively managing Dissonance stacks.
- **The Final Push**: The Master Chord construction unlocks at 25 minutes. It requires one of each Harmonic type, a huge Silence investment, and a moment of 95%+ Resonance to activate.
- **Discovery Moment**: When you activate the Master Chord, the entire screen resonates, the music swells (generative audio shifts keys), and you unlock Prestige eligibility. The game whispers "You are now ready to be heard."
### Key Milestones
1. **First Tuning Fork** (45 seconds): Unlocks automatic Harmonic production. The "oh, THIS is the game" moment.
2. **Amplifier Slot 1** (90 seconds): First permanent multiplier. Visually satisfying—a slot fills with light.
3. **Resonance Interactive** (4 minutes): High resonance now triggers Overtones. Transforms Resonance from flavor to mechanic.
4. **First Silence Creature** (7 minutes): The Whisper Moth appears. Adds an active decision layer.
5. **Third Amplifier Tier** (12 minutes): Unlocks the "Polyharmonic" slots that accept ANY harmonic type. Big strategic flexibility.
6. **Great Cadence Mastery** (18 minutes): Successfully ride a Great Cadence at 85%+ Resonance without hitting Dissonance. Unlocks the Cadence Planner.
7. **Master Chord Blueprint** (22 minutes): Shows the final requirements. The endgame comes into view.
8. **First Prestige Eligibility** (28-30 minutes): Complete the Master Chord. The "I did it" moment.
## Meaningful Choices
### Choice 1: Fork Specialization vs. Diversification
- **Options**: You can invest heavily in one Tuning Fork type (e.g., all Bass Forks for Deep Harmonics) OR spread evenly across all three types.
- **Tradeoff**: Specialization gives huge short-term power (one Amplifier slot hits max potential quickly) but creates brittleness—when you need varied Harmonics later, you're screwed. Diversification is slower to ramp but more flexible.
- **Why It Matters**: Different Amplifier slots unlock at different milestones. Some slot types favor specific Harmonics. If you over-specialized early, you hit a wall in midgame. The player must commit to a "build" and live with it.
### Choice 2: High Resonance Gambit vs. Safe Production
- **Options**: Push Resonance into the 70-90% zone for +50-100% production bonuses but risk Dissonance, OR stay in the 30-70% safe zone with consistent but slower output.
- **Tradeoff**: High Resonance makes you 2-3x more productive, but one Dissonance stack sets you back 60 seconds of production. Plus, Dissonance stacks compound (2 stacks = -20%, etc.). Safe play is slower but predictable.
- **Why It Matters**: This choice plays out differently at different phases. Early game: safe play is better. Mid game: you need to take risks to hit milestones. Late game: the mastery is knowing WHEN to gamble and when to stabilize.
### Choice 3: Silence Creature Hospitality
- **Options**: When Silence Creatures appear (Whisper Moth, Echo Spider, Void Whale), they always offer a trade: boost one system in exchange for sipping resources. You can accept or shoo them away.
- **Tradeoff**: The Whisper Moth boosts Amplifier slots by 50% but costs 5 Harmonics/second. The Echo Spider doubles Frequency click power but slowly drains Resonance. The Void Whale converts Frequency to Silence at a bad rate (5:1) but does it passively—no clicking needed.
- **Why It Matters**: Different builds favor different creatures. A "click-heavy" build loves the Spider. A "passive optimization" build prefers the Whale. This creates emergent playstyles based on creature management.
### Choice 4: Dissonance Management Strategy
- **Options**: When Dissonance hits, you can (A) spend Silence to clear it instantly, (B) trigger a Reset Cadence (30s soft reset), or (C) play through it at reduced production.
- **Tradeoff**: Silence is your prestige currency—spending it on Dissonance delays your first prestige. Reset Cadence costs time but saves resources. Playing through Dissonance is only viable if you're close to a major milestone and can power through.
- **Why It Matters**: This choice tests the player's judgment. "Can I afford Silence right now? Am I close enough to a milestone that time is more valuable? Or is my production hit so bad that I need to fix it NOW?"
## Prestige Concept
### Trigger
Prestige becomes available after completing the Master Chord, which requires:
- All three Amplifier tiers unlocked
- One of each Harmonic type produced in the last 60 seconds
- 10 Silence accumulated
- A moment of 95%+ Resonance to activate
This is HARD to achieve on a first run—most players hit 25-30 minutes. Speedrunners can optimize to 15-18 minutes by making riskier choices.
### What Resets
- All Tuning Forks
- All Amplifier Grid progress
- Current Frequency and Harmonics
- Resonance meter (returns to 0%)
- Dissonance stacks
### What Persists
- **Echoes** (permanent prestige upgrades purchased with Silence)
- **Silence Creature Affinity** (creatures you've hosted before return sooner and offer better trades)
- **Resonance Memory** (a small permanent +5% to your max safe Resonance zone)
- **Cadence Knowledge** (Great Cadence timers become visible from the start, not unlocked mid-game)
### Prestige Currency
**Silence** is the prestige currency. Any unspent Silence carries over, and you earn additional Silence based on:
- Base: 1 Silence for completing the Master Chord
- Speed Bonus: +1 Silence for completing under 25 minutes
- Resonance Mastery: +1 Silence for activating the Master Chord at 97%+ Resonance
- Harmony Bonus: +1 Silence for having 3+ fully-matched Amplifier slots
### Acceleration
Second run is 2-3x faster due to:
- Permanent +5% Resonance means you can live in the bonus zone more safely
- First Echo unlock (usually "Efficient Forks" -20% Fork cost) accelerates early ramp
- Cadence knowledge from the start lets you plan around Great Cadences immediately
- Creature affinity means the Whisper Moth appears earlier and offers better trades
Third run introduces strategic choices about which Echoes to unlock—they get more expensive but more powerful. By run 4-5, players are experimenting with different "builds" (e.g., a "click build" that maximizes Frequency generation vs. a "passive build" that maxes Amplifier efficiency).
## Unique Selling Point
**Echo Chamber is the only incremental game where production itself is a push-your-luck mechanic.** In other incrementals, "more is always better"—you click or produce as fast as possible. In Echo Chamber, your Resonance meter creates an optimization puzzle: efficiency exists at the edge of failure. Skilled players don't just produce faster—they dance in the danger zone, riding 85%+ Resonance while managing Dissonance, timing their builds around Great Cadences, and making strategic decisions about risk vs. safety. The Dissonance mechanic transforms the genre's core "numbers go up" fantasy into a tension-rich system where HOW you play matters as much as how MUCH you play.
Plus, the audio integration is unique: every click adds to a generative soundtrack. Different Tuning Forks add layers (bass, melody, harmony). High Resonance shifts the key and tempo. Completing the Master Chord triggers a full orchestral swell. The game doesn't just SHOW progress—it SOUNDS like progress.
## Visual/Audio Direction
**Aesthetic**: Minimalist, dreamlike, with a strong synthwave/new age vibe. Think "beautiful oscilloscope meets meditation app."
**Color Palette**:
- Background: Deep gradient from indigo (#1a1a2e) to black (#000000)
- Frequency: Cyan ripples (waves emanating from center)
- Deep Harmonics: Purple orbs
- Warm Harmonics: Orange-gold particles
- Bright Harmonics: White-blue sparkles
- Silence: Translucent silver motes (scarce, precious-looking)
- Dissonance: Red jagged cracks at screen edges (increasing with stacks)
- Resonance Meter: A circular gradient around the central Resonator, shifting from blue (low) through green (optimal) to yellow (risky) to red (critical)
**Key Visual Moments**:
- First click: A ripple spreads AND the screen gently pulses. Sound: A pure sine wave tone.
- Tuning Fork active: The fork vibrates visually, with small notes drifting upward.
- Amplifier slot filled: A geometric mandala pattern lights up in the slot, spinning slowly.
- Great Cadence: The entire screen gently zooms in, colors shift warmer, and the audio key modulates up.
- Master Chord completion: A moment of white silence (screen fades to white), then the prestige screen unfolds with a slow inhalation sound.
- Dissonance stack: A red "crack" appears at the screen edge. Multiple cracks create a fractured effect.
**Audio Philosophy**:
- Every interaction has sound, but it's never annoying. Use soft, synthesized tones.
- Background drone shifts based on Resonance level (deeper at low Resonance, brighter at high).
- Tuning Forks add harmonic layers—more forks = richer, more complex ambient music.
- Prestige should feel like taking a deep breath—satisfying, peaceful, earned.
**UI Layout**:
- Central Resonator (large, circular, clickable)
- Tuning Forks arrayed around it (like a clock face)
- Amplifier Grid as three concentric rings around the forks (inner ring = tier 1, middle = tier 2, outer = tier 3)
- Resonance Meter as a circular progress bar around the Resonator
- Creature dock (bottom-left) where visiting creatures appear
- Status panel (top-right) showing currencies and Dissonance stacks
- Cadence timer (bottom-center) appears after unlock
**Responsiveness**: Everything scales. Mobile-friendly (larger tap targets). Dark mode by default (it IS a game about sound and void).
## Technical Scope Check
**Feasibility**: All systems are implementable in vanilla JS.
**Complex Mechanics That Need Care**:
1. **Generative Audio**: Use Web Audio API with oscillators. It's native, no libraries needed. Each Tuning Fork type = a different oscillator wave (sine, square, triangle). Resonance level = filter frequency. This is actually simpler than it sounds—Web Audio is designed for this.
2. **Particle Systems**: Use HTML5 Canvas for ripples and particles. Thousands of particles are fine on modern browsers. Limit active particles to ~200 max for safety.
3. **Resonance Meter**: Simple JS interval that increments on activity and decrements when idle. No complexity here.
4. **Silence Creatures**: Simple state machines. "Creature exists" → "attach to system" → "apply modifier" → "cost per tick". All doable with basic timers.
5. **Amplifier Grid Matching**: Array of slot objects, each with a "preferred harmonic type" and a "current contents" property. Matching = bonus. Basic logic.
6. **Save/Load**: localStorage.stringify a single game state object. Include timestamps for offline progress calculation (simplified: players earn up to 2 hours of offline production at reduced rate).
**Performance Targets**:
- Game state updates: 10 ticks/second (100ms interval)
- Audio: Continuous (Web Audio runs on separate thread)
- Canvas rendering: requestAnimationFrame (aim for 60fps, but 30fps is fine)
- Autosave: Every 30 seconds
**Single-File Structure**:
- HTML: Layout containers (Resonator, Fork dock, Amplifier grid, UI panels)
- CSS: Embedded in <style> block. Use CSS Grid for layout, CSS variables for theming.
- JS: Embedded in <script> block. Use a single Game object to encapsulate state. Separate modules for Audio, Canvas, GameLoop, SaveLoad.
**Mobile Considerations**:
- Touch events for clicking
- Larger tap targets (minimum 44x44px)
- Portrait layout: Stack Amplifier grid below Resonator instead of concentric rings
- Reduce particle count on mobile (check with `window.innerWidth < 768`)
**Browser Compatibility**: Modern browsers only (ES6+ is fine). No IE support needed. Web Audio API is widely supported now.
**Estimated Implementation Complexity**: Medium. The generative audio is the trickiest part, but there are Web Audio tutorials. Everything else is standard incremental game architecture. A competent AI agent can build this in one session.
**Risk Mitigation**:
- If audio is too complex: Simplify to pre-recorded samples? No, that bloats the file. Better: Use very simple oscillator patterns. Even a basic "beep on click" is fine—layer them for complexity.
- If particles lag: Add a "low quality mode" toggle that reduces particle count by 75%. Most incremental players prefer performance over visuals.
- If Resonance balancing is wrong: Make the meter numbers visible in debug mode, tune after playtesting. The core mechanic is solid—tweak the thresholds.
**Final Verdict**: Completely doable. The most complex element is the generative audio, and Web Audio API makes it straightforward. Everything else is standard incremental game architecture with a theme twist.
Currencies
{
"systemName": "Echo Chamber Currency System",
"overview": "Three interconnected currencies form a production web where Frequency (raw fuel) flows into three types of Harmonics (shaped sound) through specialized Tuning Forks, which then feed into an Amplifier Grid that requires balanced inputs. Silence serves as the scarce prestige currency obtained only through strategic sacrifices and high-risk play. The Resonance meter ties everything together as a push-your-luck mechanic—higher Resonance boosts production but risks Dissonance penalties. The core tension: specialize for quick power but risk brittleness, or diversify for flexibility but sacrifice early momentum?",
"currencies": [
{
"name": "Frequency",
"type": "Primary",
"display": {
"icon": "cyan ripple waves",
"abbreviation": "Hz",
"color": "#00d4ff"
},
"startingAmount": 0,
"decimalPlaces": 0,
"cap": "uncapped",
"earningMethods": [
{
"source": "Manual Resonator Click",
"baseRate": "1 per click",
"formula": "baseClickPower * (1 + resonanceBonus) * (1 + amplifierMultiplier)",
"unlockedAt": "start"
},
{
"source": "Bass Tuning Fork",
"baseRate": "0.5 per second",
"formula": "0.5 * forkLevel * (1 + resonanceBonus * 0.5)",
"unlockedAt": "start (45 seconds to afford first fork)"
},
{
"source": "Mid Tuning Fork",
"baseRate": "0.8 per second",
"formula": "0.8 * forkLevel * (1 + resonanceBonus * 0.5)",
"unlockedAt": "2 minutes (150 Harmonics total)"
},
{
"source": "Treble Tuning Fork",
"baseRate": "1.2 per second",
"formula": "1.2 * forkLevel * (1 + resonanceBonus * 0.5)",
"unlockedAt": "5 minutes (500 Harmonics total)"
},
{
"source": "Overtone Events (Resonance > 70%)",
"baseRate": "5 per event",
"formula": "5 * (resonancePercent - 70) / 10",
"unlockedAt": "4 minutes (Resonance Interactive unlock)"
}
],
"spendingMethods": [
{
"sink": "Bass Tuning Fork",
"baseCost": 15,
"scalingFormula": "cost = 15 * 1.5^(forkCount)",
"effect": "Adds passive Frequency generation and converts to Deep Harmonics"
},
{
"sink": "Mid Tuning Fork",
"baseCost": 50,
"scalingFormula": "cost = 50 * 1.6^(forkCount)",
"effect": "Adds higher passive Frequency generation and converts to Warm Harmonics"
},
{
"sink": "Treble Tuning Fork",
"baseCost": 150,
"scalingFormula": "cost = 150 * 1.7^(forkCount)",
"effect": "Adds highest passive Frequency generation and converts to Bright Harmonics"
},
{
"sink": "Amplifier Slot Unlock (Tier 1)",
"baseCost": 30,
"scalingFormula": "cost = 30 * 2.0^(slotsUnlocked)",
"effect": "Unlocks new Amplifier slot for Harmonic placement"
},
{
"sink": "Resonance Stabilization (Emergency)",
"baseCost": 100,
"scalingFormula": "cost = 100 * (1 + dissonanceStacks * 0.5)",
"effect": "Reduces Resonance by 20% immediately"
}
],
"inflationControl": "Exponential scaling on Tuning Fork costs (1.5-1.7x per fork) creates natural diminishing returns. Amplifier slots cost doubles each unlock. Passive generation from forks scales linearly with fork level, but costs scale exponentially, ensuring Frequency never becomes trivial—even with 20 forks, the next fork is a meaningful investment. No hard cap needed; exponential math naturally limits growth."
},
{
"name": "Deep Harmonics",
"type": "Secondary",
"display": {
"icon": "purple orb",
"abbreviation": "D-Har",
"color": "#9b59b6"
},
"startingAmount": 0,
"decimalPlaces": 0,
"cap": "uncapped",
"earningMethods": [
{
"source": "Bass Tuning Fork Conversion",
"baseRate": "1 per 10 Frequency",
"formula": "floor(frequencyPool / 10) * forkLevel",
"unlockedAt": "start (45 seconds to first fork)"
},
{
"source": "Amplifier Feedback (Deep-Specific Slots)",
"baseRate": "0.2 per second",
"formula": "0.2 * matchedDeepSlots * (resonancePercent / 50)",
"unlockedAt": "90 seconds (first Amplifier slot)"
}
],
"spendingMethods": [
{
"sink": "Bass Amplifier Slot (Deep Harmonic Only)",
"baseCost": 5,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +25% Frequency production if matched"
},
{
"sink": "Polyharmonic Slot (Any Type)",
"baseCost": 15,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +15% production if unmatched, +30% if matched"
},
{
"sink": "Quiet Moment Conversion to Silence",
"baseCost": 100,
"scalingFormula": "N/A (event-based)",
"effect": "Sacrifices 100 Deep Harmonics for 1 Silence"
},
{
"sink": "Master Chord Component",
"baseCost": 500,
"scalingFormula": "N/A (one-time endgame cost)",
"effect": "Required for Master Chord construction"
}
],
"inflationControl": "Conversion is tied to Frequency production—can't generate Deep Harmonics without spending Frequency. Amplifier slots lock Harmonics away (they're 'spent' to fill slots). Quiet Moments appear more frequently as Harmonics accumulate, providing a drain. Master Chord requires massive lump sum, creating late-game sink. No hard cap; natural scarcity from production constraints."
},
{
"name": "Warm Harmonics",
"type": "Secondary",
"display": {
"icon": "orange-gold particle",
"abbreviation": "W-Har",
"color": "#f39c12"
},
"startingAmount": 0,
"decimalPlaces": 0,
"cap": "uncapped",
"earningMethods": [
{
"source": "Mid Tuning Fork Conversion",
"baseRate": "2 per 10 Frequency",
"formula": "floor(frequencyPool / 5) * forkLevel",
"unlockedAt": "2 minutes (150 total Harmonics)"
},
{
"source": "Amplifier Feedback (Warm-Specific Slots)",
"baseRate": "0.3 per second",
"formula": "0.3 * matchedWarmSlots * (resonancePercent / 50)",
"unlockedAt": "4 minutes (third Amplifier slot)"
}
],
"spendingMethods": [
{
"sink": "Mid Amplifier Slot (Warm Harmonic Only)",
"baseCost": 5,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +25% Frequency production if matched"
},
{
"sink": "Polyharmonic Slot (Any Type)",
"baseCost": 15,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +15% production if unmatched, +30% if matched"
},
{
"sink": "Quiet Moment Conversion to Silence",
"baseCost": 100,
"scalingFormula": "N/A (event-based)",
"effect": "Sacrifices 100 Warm Harmonics for 1 Silence"
},
{
"sink": "Master Chord Component",
"baseCost": 500,
"scalingFormula": "N/A (one-time endgame cost)",
"effect": "Required for Master Chord construction"
}
],
"inflationControl": "Same structure as Deep Harmonics—tied to Frequency flow through Mid Forks. Better conversion ratio (2:10 vs 1:10) reflects Mid Fork's higher cost. Slot locking and Quiet Moments provide drains. Master Chord lump sum creates endgame pressure."
},
{
"name": "Bright Harmonics",
"type": "Secondary",
"display": {
"icon": "white-blue sparkle",
"abbreviation": "B-Har",
"color": "#ecf0f1"
},
"startingAmount": 0,
"decimalPlaces": 0,
"cap": "uncapped",
"earningMethods": [
{
"source": "Treble Tuning Fork Conversion",
"baseRate": "3 per 10 Frequency (volatile)",
"formula": "floor(frequencyPool / 3.33) * forkLevel * resonanceVolatility",
"unlockedAt": "5 minutes (500 total Harmonics)"
},
{
"source": "Amplifier Feedback (Bright-Specific Slots)",
"baseRate": "0.4 per second",
"formula": "0.4 * matchedBrightSlots * (resonancePercent / 50)",
"unlockedAt": "8 minutes (sixth Amplifier slot)"
}
],
"spendingMethods": [
{
"sink": "Treble Amplifier Slot (Bright Harmonic Only)",
"baseCost": 5,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +25% Frequency production if matched"
},
{
"sink": "Polyharmonic Slot (Any Type)",
"baseCost": 15,
"scalingFormula": "N/A (one-time fill per slot)",
"effect": "Fills slot, +15% production if unmatched, +30% if matched"
},
{
"sink": "Quiet Moment Conversion to Silence",
"baseCost": 100,
"scalingFormula": "N/A (event-based)",
"effect": "Sacrifices 100 Bright Harmonics for 1 Silence"
},
{
"sink": "Master Chord Component",
"baseCost": 500,
"scalingFormula": "N/A (one-time endgame cost)",
"effect": "Required for Master Chord construction"
}
],
"inflationControl": "Highest volatility—conversion rate scales with Resonance (resonanceVolatility = 1 + (resonancePercent - 70) / 100 if resonance > 70%, else 1). At 90% Resonance, Bright Harmonics produce 20% more but Dissonance risk is critical. Creates risk/reward dynamic. Same drain mechanisms as other Harmonics."
},
{
"name": "Silence",
"type": "Prestige / Meta",
"display": {
"icon": "translucent silver mote",
"abbreviation": "Sil",
"color": "#bdc3c7"
},
"startingAmount": 0,
"decimalPlaces": 1,
"cap": "uncapped (carries over on prestige)",
"earningMethods": [
{
"source": "Quiet Moment Event (Random, every 90-180 seconds)",
"baseRate": "1 per 100 Harmonics",
"formula": "floor(totalHarmonics / 100), triggers only if totalHarmonics >= 50",
"unlockedAt": "3 minutes (first Quiet Moment)"
},
{
"source": "Perfect Resonance Moment (Hit 95%+ without Dissonance)",
"baseRate": "2 Silence",
"formula": "2 * (1 + greatCadenceActive ? 1 : 0)",
"unlockedAt": "4 minutes (Resonance Interactive)"
},
{
"source": "Dissonance Survival (Clear 3+ stacks without spending Silence)",
"baseRate": "1 Silence",
"formula": "1 if cleared via Reset Cadence with 3+ stacks",
"unlockedAt": "7 minutes (first Dissonance event likely)"
},
{
"source": "Whisper Moth Trade (Creature Exchange)",
"baseRate": "1 per 200 Frequency",
"formula": "floor(frequency / 200), costs 5 Harmonics/second while moth is feeding",
"unlockedAt": "7 minutes (first creature appearance)"
},
{
"source": "Prestige Completion (Master Chord)",
"baseRate": "1 base + up to 4 bonus",
"formula": "1 + speedBonus + resonanceBonus + harmonyBonus",
"unlockedAt": "28-30 minutes (first prestige)"
}
],
"spendingMethods": [
{
"sink": "Dissonance Stack Removal",
"baseCost": "1 Silence",
"scalingFormula": "cost = 1 * dissonanceStacks",
"effect": "Instantly clears all Dissonance stacks, restoring production"
},
{
"sink": "Echo: Efficient Forks (-20% Fork Cost)",
"baseCost": 3,
"scalingFormula": "cost = 3 * 1.5^(efficientForkLevel)",
"effect": "Permanent -20% cost to all Tuning Forks, cumulative"
},
{
"sink": "Echo: Resonance Memory (+5% Safe Resonance)",
"baseCost": 5,
"scalingFormula": "cost = 5 * 1.8^(resonanceMemoryLevel)",
"effect": "Permanent +5% to safe Resonance zone (30-70% becomes 30-75%)"
},
{
"sink": "Echo: Amplifier Mastery (+10% Slot Bonus)",
"baseCost": 4,
"scalingFormula": "cost = 4 * 1.6^(amplifierMasteryLevel)",
"effect": "Permanent +10% bonus from all Amplifier slots"
},
{
"sink": "Echo: Harmonic Efficiency (+15% Conversion)",
"baseCost": 6,
"scalingFormula": "cost = 6 * 2.0^(harmonicEfficiencyLevel)",
"effect": "Permanent +15% to all Harmonic conversion rates"
},
{
"sink": "Echo: Cadence Knowledge (Timer Visibility)",
"baseCost": 2,
"scalingFormula": "N/A (one-time unlock)",
"effect": "Great Cadence timers visible from game start"
},
{
"sink": "Prestige (Resonance Reset)",
"baseCost": 0,
"scalingFormula": "N/A (triggered by Master Chord completion)",
"effect": "Resets game, keeps Echoes and unspent Silence, earns bonus Silence"
}
],
"inflationControl": "Intentionally scarce. Only 5-7 Silence earned in a typical first run. Quiet Moments have strict harmonic requirements. Perfect Resonance requires skill. Creature trades cost Harmonics over time (net negative if not managed). Echo costs scale exponentially (1.5-2x per level), ensuring Silence always feels precious. No passive generation—every point must be earned through active play or strategic sacrifice. This scarcity is intentional; Silence should always feel like a 'treat yourself' moment."
},
{
"name": "Resonance",
"type": "Meter (Not spendable)",
"display": {
"icon": "circular gradient meter around Resonator",
"abbreviation": "Res%",
"color": "gradient: blue(#3498db) → green(#2ecc71) → yellow(#f1c40f) → red(#e74c3c)"
},
"startingAmount": 0,
"decimalPlaces": 1,
"cap": 100,
"earningMethods": [
{
"source": "Resonator Click",
"baseRate": "+2%",
"formula": "+2% per click, decays at 1% per second",
"unlockedAt": "start"
},
{
"source": "Active Tuning Forks",
"baseRate": "+0.5% per fork per second",
"formula": "+0.5% * activeForks * (1 + amplifierBonus) per second",
"unlockedAt": "45 seconds (first fork)"
},
{
"source": "Great Cadence Event",
"baseRate": "+30% over 10 seconds",
"formula": "linear ramp from current to current+30% over 10s",
"unlockedAt": "10 minutes (first Great Cadence)"
}
],
"spendingMethods": [
{
"sink": "Natural Decay",
"baseCost": "N/A (passive)",
"scalingFormula": "decayRate = 1% per second baseline, modified by zone",
"effect": "Resonance constantly drops; player must maintain activity"
}
],
"inflationControl": "Hard capped at 100%. Decay rate ensures it can't be permanently maxed—must keep clicking. At high levels, decay accelerates (above 70%, decay is 1.5% per second; above 90%, 2% per second). Dissonance mechanics punish staying in red zone. Natural equilibrium creates strategic tension between pushing high and staying safe."
}
],
"conversionRates": [
{
"name": "Frequency → Deep Harmonics (Bass Fork)",
"input": "10 Frequency per conversion",
"output": "1 Deep Harmonic",
"rateFormula": "conversionRate = bassForkLevel * floor(frequencyPool / 10) * (1 + resonanceBonus * 0.5)",
"cooldown": "None (continuous per tick)",
"unlockedAt": "start (45 seconds to afford first Bass Fork)"
},
{
"name": "Frequency → Warm Harmonics (Mid Fork)",
"input": "5 Frequency per conversion",
"output": "1 Warm Harmonic",
"rateFormula": "conversionRate = midForkLevel * floor(frequencyPool / 5) * (1 + resonanceBonus * 0.5)",
"cooldown": "None (continuous per tick)",
"unlockedAt": "2 minutes (requires 150 total Harmonics to unlock Mid Fork)"
},
{
"name": "Frequency → Bright Harmonics (Treble Fork)",
"input": "3.33 Frequency per conversion",
"output": "1 Bright Harmonic",
"rateFormula": "conversionRate = trebleForkLevel * floor(frequencyPool / 3.33) * (1 + resonanceBonus * 0.5) * resonanceVolatility",
"cooldown": "None (continuous per tick)",
"unlockedAt": "5 minutes (requires 500 total Harmonics to unlock Treble Fork)"
},
{
"name": "Any Harmonic → Silence (Quiet Moment)",
"input": "100 of any single Harmonic type",
"output": "1 Silence",
"rateFormula": "flat conversion, player chooses which Harmonic type to sacrifice",
"cooldown": "90-180 seconds between events",
"unlockedAt": "3 minutes (triggers when totalHarmonics >= 50)"
},
{
"name": "Frequency → Silence (Whisper Moth)",
"input": "200 Frequency → 1 Silence",
"output": "1 Silence, costs 5 Harmonics/second while moth feeds",
"rateFormula": "floor(frequency / 200) - (harmonicsConsumed / 100), net positive only if Frequency-rich and Harmonic-stable",
"cooldown": "Moth stays 30-60 seconds, 180-300s cooldown after departure",
"unlockedAt": "7 minutes (first creature appearance)"
}
],
"economyFlow": "Frequency ( clicks + passive ) → Tuning Forks ( Bass/Mid/Treble ) → Harmonics ( Deep/Warm/Bright ) → Amplifier Grid ( matched slots ) → Frequency Multiplier → [LOOP ENHANCED]\n\nParallel flow:\nHarmonics → Quiet Moments → Silence → Echoes → Permanent Upgrades → Faster Production → [ACCELERATED LOOP]\n\nRisk layer:\nHigh Activity → High Resonance → Bonus Production OR Dissonance → Penalty → Silence Cost to Fix → [STRATEGIC TENSION]\n\nBottlenecks:\n- Early game (0-3 min): Frequency scarcity — can't afford forks fast enough\n- Mid game (3-12 min): Harmonic balance — need all three types for efficient Amplifiers\n- Late game (12-25 min): Silence scarcity — need to choose between Echoes or Dissonance fixes\n- Endgame (25-30 min): Master Chord requirements — need massive Harmonics of ALL types + Silence + Resonance spike",
"upgradeCosts": {
"tuningForks": [
{
"name": "Bass Fork",
"currency": "Frequency",
"baseCost": 15,
"scaling": "cost = 15 * 1.5^(bassForkCount)",
"maxLevel": "unlimited",
"effectPerLevel": "+0.5 Frequency/sec, converts 10 Frequency → 1 Deep Harmonic/sec"
},
{
"name": "Mid Fork",
"currency": "Frequency",
"baseCost": 50,
"scaling": "cost = 50 * 1.6^(midForkCount)",
"maxLevel": "unlimited",
"effectPerLevel": "+0.8 Frequency/sec, converts 5 Frequency → 1 Warm Harmonic/sec"
},
{
"name": "Treble Fork",
"currency": "Frequency",
"baseCost": 150,
"scaling": "cost = 150 * 1.7^(trebleForkCount)",
"maxLevel": "unlimited",
"effectPerLevel": "+1.2 Frequency/sec, converts 3.33 Frequency → 1 Bright Harmonic/sec"
}
],
"amplifierSlots": [
{
"name": "Tier 1 Slot (Bass - Deep Only)",
"currency": "Frequency",
"baseCost": 30,
"scaling": "cost = 30 * 2.0^(tier1SlotsUnlocked)",
"maxLevel": 4,
"effectPerLevel": "Unlocks slot, fill with 5 Deep Harmonics for +25% Frequency (matched)"
},
{
"name": "Tier 2 Slot (Mid - Warm Only)",
"currency": "Frequency",
"baseCost": 100,
"scaling": "cost = 100 * 2.1^(tier2SlotsUnlocked)",
"maxLevel": 4,
"effectPerLevel": "Unlocks slot, fill with 5 Warm Harmonics for +25% Frequency (matched)"
},
{
"name": "Tier 3 Slot (Treble - Bright Only)",
"currency": "Frequency",
"baseCost": 300,
"scaling": "cost = 300 * 2.2^(tier3SlotsUnlocked)",
"maxLevel": 4,
"effectPerLevel": "Unlocks slot, fill with 5 Bright Harmonics for +25% Frequency (matched)"
},
{
"name": "Polyharmonic Slot (Any Type)",
"currency": "Frequency",
"baseCost": 500,
"scaling": "cost = 500 * 2.5^(polySlotsUnlocked)",
"maxLevel": 3,
"effectPerLevel": "Unlocks slot, fill with 15 of any Harmonic for +15% (unmatched) or +30% (matched)"
}
],
"echoes": [
{
"name": "Efficient Forks",
"currency": "Silence",
"baseCost": 3,
"scaling": "cost = 3 * 1.5^(efficientForkLevel)",
"maxLevel": "unlimited",
"effectPerLevel": "-20% Tuning Fork cost (multiplicative: 0.8^level)"
},
{
"name": "Resonance Memory",
"currency": "Silence",
"baseCost": 5,
"scaling": "cost = 5 * 1.8^(resonanceMemoryLevel)",
"maxLevel": 10,
"effectPerLevel": "+5% to safe Resonance zone (additive: 30-70% becomes 30-(70+5*level)%)"
},
{
"name": "Amplifier Mastery",
"currency": "Silence",
"baseCost": 4,
"scaling": "cost = 4 * 1.6^(amplifierMasteryLevel)",
"maxLevel": "unlimited",
"effectPerLevel": "+10% Amplifier slot bonus (additive: 25% becomes 25+10*level%)"
},
{
"name": "Harmonic Efficiency",
"currency": "Silence",
"baseCost": 6,
"scaling": "cost = 6 * 2.0^(harmonicEfficiencyLevel)",
"maxLevel": "unlimited",
"effectPerLevel": "+15% Harmonic conversion rate (multiplicative: 1.15^level)"
},
{
"name": "Cadence Knowledge",
"currency": "Silence",
"baseCost": 2,
"scaling": "N/A (one-time)",
"maxLevel": 1,
"effectPerLevel": "Great Cadence timers visible from start, +10% Resonance during Cadences"
}
]
},
"balanceTargets": {
"pacingBenchmarks": [
{
"time": "0:30",
"expectedFrequency": 25,
"expectedHarmonics": "0-2 Deep",
"expectedSilence": 0,
"keyUnlock": "Can afford first Bass Fork (15 Frequency)"
},
{
"time": "1:00",
"expectedFrequency": 50,
"expectedHarmonics": "8-10 Deep",
"expectedSilence": 0,
"keyUnlock": "First Bass Fork purchased, converting Frequency → Deep Harmonics"
},
{
"time": "2:00",
"expectedFrequency": 150,
"expectedHarmonics": "50 Deep, first Mid Fork unlocks",
"expectedSilence": 0,
"keyUnlock": "First Amplifier Slot unlocked (30 Frequency), Mid Fork affordable (50 Frequency)"
},
{
"time": "5:00",
"expectedFrequency": 600,
"expectedHarmonics": "200 Deep, 100 Warm, Treble Fork unlocks",
"expectedSilence": "0-1 (first Quiet Moment possible)",
"keyUnlock": "Treble Fork available, 3+ Amplifier slots active, Resonance becomes interactive"
},
{
"time": "10:00",
"expectedFrequency": 2500,
"expectedHarmonics": "600 Deep, 400 Warm, 200 Bright",
"expectedSilence": "2-3 (multiple Quiet Moments, maybe Perfect Resonance)",
"keyUnlock": "All Fork types active, first Great Cadence event, Polyharmonic slots unlock"
},
{
"time": "15:00",
"expectedFrequency": 8000,
"expectedHarmonics": "1800 Deep, 1200 Warm, 600 Bright",
"expectedSilence": "4-6 (accumulating for Echoes)",
"keyUnlock": "Midgame stable, 6+ Amplifier slots, first Silence Creature encountered"
},
{
"time": "20:00",
"expectedFrequency": 20000,
"expectedHarmonics": "3500 Deep, 2500 Warm, 1500 Bright",
"expectedSilence": "7-9 (can afford first Echo)",
"keyUnlock": "Late game, multiple Echoes affordable, Master Chord blueprint visible"
},
{
"time": "30:00",
"expectedFrequency": 50000,
"expectedHarmonics": "500 Deep, 500 Warm, 500 Bright (for Master Chord)",
"expectedSilence": "10+ (Master Chord requires 10 Silence to activate)",
"keyUnlock": "Prestige eligible, Master Chord completable"
}
],
"criticalRatios": {
"earnToSpendRatio": "Frequency income doubles every 3-4 minutes via Fork accumulation + Amplifier bonuses. Fork costs scale 1.5-1.7x per purchase—player can typically afford 1 new fork every 60-90 seconds in early game, stretching to 2-3 minutes in midgame. This creates constant 'almost enough' tension.",
"conversionEfficiency": "Frequency → Harmonics: ~70-90% efficient depending on Fork type and Echoes. Bass Fork (10:1) is most efficient, Treble (3.33:1) is fastest but most volatile. Harmonics → Silence: 10% efficient (100:1), intentionally punitive to create scarcity. Frequency → Silence (Whisper Moth): ~5% efficient (200:1) but passive.",
"prestigeBreakpoint": "First prestige viable at 10 Silence (typically 28-30 minutes). Speedrunners can hit 15 minutes by skipping Echoes and optimizing Perfect Resonance events. Each subsequent prestige is 2-3x faster due to Echoes."
}
},
"edgeCases": {
"hoarding": "If player hoards Frequency: No penalty, but opportunity cost—unspent Frequency isn't converting to Harmonics or unlocking Amplifier slots. Tuning Forks are the only true sink, and exponential costs make hoarding inefficient. If player hoards Harmonics: Quiet Moments appear more frequently (trigger chance = totalHarmonics / 10000 per tick), forcing conversion decisions. Can't hoard forever—eventually a Quiet Moment offers too-good-to-pass trade. If player hoards Silence: No penalty—Silence is meant to accumulate for Echoes. Exponential Echo costs ensure there's always something to save for.",
"overspending": "If player overspends Frequency on wrong Fork type (e.g., all Treble, no Bass): Recovery takes 3-5 minutes. Can still generate Frequency manually, but inefficient Harmonic conversion creates bottleneck. Not game-breaking—just suboptimal. Teaches through pain. If player overspends Silence on Dissonance instead of Echoes: Delays prestige by ~5 minutes but prevents catastrophic production loss. Valid strategy for aggressive play. If player wastes Harmonics on bad Quiet Moments: Opportunity cost, not failure. Next Quiet Moment in 90-180 seconds. Forgiving.",
"overflowProtection": "Frequency: Display switches to suffix notation (K, M, B, T) at 10,000. Scientific notation (1.5e14) at 1 quadrillion. Internal math uses standard JS Number (safe up to 9 quadrillion). If exceeds, switches to BigInt with decimal tracking. Harmonics: Same suffix system, but slower growth (harder to overflow). Silence: Never exceeds ~100 in typical play, display as integer with one decimal. Resonance: Hard capped at 100, always display as percentage.",
"negativeBalance": "All currency changes wrapped in spend(currency, amount) function that checks balance before deducting. If insufficient funds, return false and don't deduct. UI grays out unaffordable options. No debts possible—every purchase checks 'canAfford' first. Prevents exploits from rapid clicks or bugs."
}
}
Prestige
{
"systemName": "Echo Chamber Prestige System",
"overview": "The Resonance Reset is Echo Chamber's prestige mechanic, framed thematically as 'letting go of all sound to hear the silence between.' When the player completes the Master Chord—a perfect triad of Deep, Warm, and Bright Harmonics amplified by 95%+ Resonance and fueled by 10 Silence—they trigger a moment of white silence where everything dissolves. This isn't a 'loss' or 'failure'; it's the natural climax of building toward perfect resonance. The screen fades to white, the audio swells into a full orchestral crescendo, and then... silence. The player returns to the Void, but this time with Echoes—permanent upgrades that persist across resets. Thematically, each prestige is a 'new cadence': you're playing the same song, but with more depth, more complexity, and more power. You've heard the echo, and now you're amplifying it.\n\nThe player WANTS to prestige because (1) it's the only way to earn substantial Silence bonuses (the base 1 Silence from Quiet Moments is slow; prestige awards 1-5 additional Silence per run), (2) Echoes purchased with Silence make each run dramatically faster (first Echo cuts Fork costs by 20%, meaning you reach the same milestones in half the time), and (3) new mechanics unlock with each prestige (creature affinity builds, Cadence Knowledge makes Great Cadences visible from the start, Resonance Memory expands the safe zone). The prestige moment itself is designed to feel triumphant—a whiteout screen, a deep inhalation sound, and the unfolding of the prestige screen like a lotus opening. This is your graduation. You're ready to be heard.",
"prestigeCurrency": {
"name": "Silence",
"earnedBy": "Prestiging (Resonance Reset via Master Chord completion)",
"formula": "silenceEarned = 1 + speedBonus + resonanceBonus + harmonyBonus + dissonanceSurvivalBonus + firstPrestigeBonus",
"formulaBreakdown": {
"base": "1 Silence (always awarded for completing Master Chord)",
"speedBonus": "1 if totalRunTime < 1500 seconds (25 minutes), else 0",
"resonanceBonus": "1 if masterChordActivationResonance >= 97%, else 0",
"harmonyBonus": "1 if fullyMatchedAmplifierSlots >= 3, else 0",
"dissonanceSurvivalBonus": "1 if maxDissonanceStacksThisRun <= 1, else 0",
"firstPrestigeBonus": "2 if (totalPrestiges == 0), else 0 (one-time bonus for first completion)"
},
"exampleValues": [
{
"gameStateAtPrestige": "Minimum viable (just met Master Chord requirements: 500 each Harmonic, 10 Silence, 95% Resonance, 28-minute run)",
"prestigeCurrencyEarned": "1 (base) + 0 (speed) + 0 (resonance) + 0 (harmony) + 0 (survival) + 2 (first bonus) = 3 Silence"
},
{
"gameStateAtPrestige": "Recommended first prestige (24-minute run, 96% Resonance, 2 fully-matched slots)",
"prestigeCurrencyEarned": "1 (base) + 1 (speed) + 0 (resonance) + 0 (harmony) + 1 (survival) + 2 (first bonus) = 5 Silence"
},
{
"gamestateAtPrestige": "Optimized first prestige (22-minute run, 97% Resonance, 3 fully-matched slots, 0 Dissonance)",
"prestigeCurrencyEarned": "1 (base) + 1 (speed) + 1 (resonance) + 1 (harmony) + 1 (survival) + 2 (first bonus) = 7 Silence"
},
{
"gameStateAtPrestige": "Pushed further (40-minute run, 99% Resonance, 6 fully-matched slots, but accumulated 30+ Silence from Quiet Moments during run)",
"prestigeCurrencyEarned": "1 (base) + 0 (speed) + 1 (resonance) + 1 (harmony) + 0 (survival) + 0 (no first bonus) = 3 Silence (but already has 30 Silence from run, so total = 33)"
},
{
"gameStateAtPrestige": "Speedrun (15-minute run, 95% Resonance, 1 matched slot, 0 Dissonance, first prestige)",
"prestigeCurrencyEarned": "1 (base) + 1 (speed) + 0 (resonance) + 0 (harmony) + 1 (survival) + 2 (first bonus) = 5 Silence"
}
],
"diminishingReturns": "The formula creates intentional diminishing returns on pushing past the recommended prestige window. Speed bonus cuts off at 25 minutes—pushing to 40 minutes earns 0 additional Silence for time. Resonance bonus has a sharp threshold (97% or nothing)—going from 96% to 99% Resonance takes exponentially more effort for the same 1 Silence. Harmony bonus is binary (3+ matched slots) and requires significant investment for marginal gain. Dissonance survival rewards careful play, not endurance. The only 'linear' scaling is from Quiet Moments during the run—but those have their own scarcity (trigger every 90-180 seconds, require 100 Harmonics). Pushing from 25 minutes to 40 minutes might earn 2-3 extra Quiet Moments (2-3 Silence) but costs 15 minutes of real time for a return that could be achieved in 10 minutes of a fresh run with Echoes. Diminishing returns are baked in: optimal prestige is 20-25 minutes, not 'wait as long as possible.'",
"spentOn": "Purchasing Echoes (permanent upgrades that persist through prestige). See 'Prestige Upgrades' section below. Also spent on Dissonance removal during runs (1 Silence per stack cleared), creating strategic tension between saving for Echoes and fixing production problems."
},
"prestigeTrigger": {
"requirements": {
"minimumRequirement": "Complete the Master Chord: (1) Accumulate 500 of each Harmonic type (Deep, Warm, Bright), (2) Accumulate 10 Silence (unspent—can be from prior prestiges or earned during run), (3) Achieve a moment of 95%+ Resonance to activate the Chord. All three Amplifier tiers must be unlocked (at least one slot from each tier).",
"recommendedFirstPrestige": "22-25 minutes with 2-3 fully-matched Amplifier slots, 0-1 Dissonance stacks, and 96%+ Resonance on activation. This earns 5-7 Silence (including first prestige bonus), enough to purchase 'Efficient Forks' (3 Silence) and 'Cadence Knowledge' (2 Silence) immediately, with leftover for second Echo.",
"uiIndicator": "Once Master Chord requirements are visible (at 20 minutes), a progress bar appears at the bottom-center showing: 'Deep: 347/500 | Warm: 289/500 | Bright: 512/500 ✓ | Silence: 6.5/10 | Resonance: 82/95%'. Each segment lights up as satisfied. When all requirements are met, the 'Activate Master Chord' button appears with a pulsing glow. The prestige button (bottom-right, labeled 'Resonance Reset') remains locked until Master Chord activation. Upon hovering the locked button, tooltip shows: 'Complete the Master Chord to unlock.' After activation, the prestige button pulses with a white glow and shows 'Ready to Reset. Earn X Silence.'"
},
"thePrestigeAction": [
{
"step": 1,
"action": "Player accumulates all Master Chord requirements (500 of each Harmonic, 10 Silence, 95%+ Resonance moment). The 'Activate Master Chord' button appears and pulses.",
"feedback": "Button glows gold, tooltip shows 'Click to complete the Chord.'"
},
{
"step": 2,
"action": "Player clicks 'Activate Master Chord.'",
"feedback": "Screen fades to white over 2 seconds. Audio swells into orchestral crescendo. Whiteout lasts 1.5 seconds of silence."
},
{
"step": 3,
"action": "Prestige screen unfolds from white. Shows: 'Resonance Reset Complete' heading. Below: 'You have earned X Silence this run.' (X = calculated from formula). Below: 'Current Silence: Y (Z carried over + X earned) = Z+X total.' Below: 'Your Echoes persist. All else returns to the Void.'",
"feedback": "Slow inhalation sound plays. Prestige screen has a 'Review Echoes' button and a 'Begin New Cadence' (prestige) button."
},
{
"step": 4,
"action": "Player can click 'Review Echoes' to see current Echo levels and preview affordable upgrades, or click 'Begin New Cadence' to proceed immediately.",
"feedback": "'Review Echoes' opens the Echo shop overlay. 'Begin New Cadence' shows confirmation dialog."
},
{
"step": 5,
"action": "Confirmation dialog shows: 'Begin a new Cadence? You will keep all Silence and Echoes. Everything else resets.' Shows exact reset breakdown: 'Will lose: [X] Tuning Forks, [Y] Amplifier slots filled, [Z] Frequency and Harmonics, Resonance and Dissonance stacks. Will keep: [W] Silence (total after bonus), [V] Echoes purchased.'",
"feedback": "Dialog has 'Cancel' and 'Begin New Cadence' buttons."
},
{
"step": 6,
"action": "Player confirms prestige. On confirm:",
"feedback": [
"Prestige currency (Silence bonus from formula) is calculated and awarded. Carried-over Silence is preserved. Total = oldSilence + earnedSilence.",
"All Tuning Forks reset to 0 owned.",
"All Amplifier slots reset to unfilled (slots themselves remain unlocked if you had unlocked them in a previous run? NO—slot unlocks also reset. Only Echo-purchased upgrades persist).",
"Frequency and all Harmonic types reset to 0.",
"Resonance meter resets to 0%.",
"Dissonance stacks reset to 0.",
"Silence Creatures reset (affinity persists as Echo effect).",
"Echoes (all purchased upgrades) persist at current levels.",
"Achievements/Milestones persist (display purposes only).",
"Great Cadence timer resets to 10:00 (unless Cadence Knowledge Echo owned, then timer visible from start).",
"Animation: Screen fades from prestige screen back to indigo gradient (same as game start). Central Resonator appears. Audio: Soft inhalation, then ambient drone starts. If Cadence Knowledge owned, Cadence timer is immediately visible. If Efficient Forks owned, Bass Fork cost shows 12 Frequency instead of 15 (20% discount applied).",
"Player returns to initial game state + all Echo bonuses applied."
]
}
]
},
"resetSpecification": {
"whatResets": [
{
"element": "Frequency",
"resetsTo": 0,
"notes": "All accumulated Frequency is lost. Click power returns to base (modified only by Echoes)."
},
{
"element": "Deep Harmonics",
"resetsTo": 0,
"notes": "All accumulated Deep Harmonics lost. Any Amplifier slots filled with Deep Harmonics are emptied."
},
{
"element": "Warm Harmonics",
"resetsTo": 0,
"notes": "All accumulated Warm Harmonics lost. Any Amplifier slots filled with Warm Harmonics are emptied."
},
{
"element": "Bright Harmonics",
"resetsTo": 0,
"notes": "All accumulated Bright Harmonics lost. Any Amplifier slots filled with Bright Harmonics are emptied."
},
{
"element": "Tuning Forks (All Types)",
"resetsTo": 0 owned (all types reset to zero)",
"notes": "All Bass, Mid, and Treble Forks are removed. Fork costs return to base (15, 50, 150 Frequency), modified by Efficient Forks Echo level."
},
{
"element": "Amplifier Slot Unlocks",
"resetsTo": "Only Tier 1 Slot 1 unlocked (starting state)",
"notes": "All slots beyond the first reset to locked. Must re-unlock by spending Frequency each run."
},
{
"element": "Amplifier Slot Contents",
"resetsTo": "All slots empty",
"notes": "Even if a slot was unlocked, its contents are emptied. Must refill with Harmonics each run."
},
{
"element": "Resonance Meter",
"resetsTo": 0%,
"notes": "Resonance returns to baseline. Safe zone returns to 30-70% (unless Resonance Memory Echo owned, then safe zone is 30-(70+5*level)%)."
},
{
"element": "Dissonance Stacks",
"resetsTo": 0,
"notes": "All Dissonance cleared. Production restored to 100%."
},
{
"element": "Great Cadence Timer",
"resetsTo": 10:00 (counting down)",
"notes": "Timer resets to initial state. Unless Cadence Knowledge Echo owned (then timer is visible from start, but still resets to 10:00)."
},
{
"element": "Silence Creatures",
"resetsTo": "Despawned, affinity reset to base",
"notes": "All creatures (Whisper Moth, Echo Spider, Void Whale) disappear. Their return timers reset. Affinity bonuses from hosting persist ONLY if 'Creature Affinity' Echo is owned (see Prestige Upgrades)."
},
{
"element": "Run Time",
"resetsTo": 0:00,
"notes": "Timer resets. Used only for speed bonus calculation on next prestige."
},
{
"element": "Milestone Tracking (This Run)",
"resetsTo": "All 'first time this run' flags reset",
"notes": "Achievements like 'First Overtone' or 'Perfect Resonance' can be earned again (for display purposes, but don't award additional Silence beyond the first completion)."
}
],
"whatPersists": [
{
"element": "Silence (Prestige Currency)",
"notes": "ALL unspent Silence carries over. New Silence from prestige bonus is added. Total persists across all runs. No cap."
},
{
"element": "Echoes (Prestige Upgrades)",
"notes": "All purchased Echoes persist. Levels persist. Effects apply immediately on new run start. Example: If you own Efficient Forks level 2, all Fork costs are multiplied by 0.8^2 = 0.64 (36% discount) from the first second of the new run."
},
{
"element": "Achievements / Milestones",
"notes": "All achievements earned persist. Displayed in 'Achievements' panel. Some achievements unlock one-time bonuses (e.g., 'Perfect Resonance' achievement gives +5% safe Resonance zone permanently). These bonuses are NOT purchased with Silence—they're intrinsic to the achievement and persist without spending."
},
{
"element": "Total Prestiges Counter",
"notes": "Tracks how many times player has prestiged. Displayed in stats panel. Used for some calculations (e.g., first prestige bonus only applies when totalPrestiges == 0)."
},
{
"element": "Best Run Time",
"notes": "Tracks fastest completion time. Displayed in stats panel. For player satisfaction/speedrun challenge."
},
{
"element": "Total Silence Earned (All Time)",
"notes": "Lifetime Silence earned from all sources (Quiet Moments, Perfect Resonance, Dissonance Survival, Prestige bonuses). Displayed in stats panel."
}
],
"whatPartiallyResets": [
{
"element": "Amplifier Slot Unlocks",
"behavior": "Resets to base (only Tier 1 Slot 1 unlocked), BUT if 'Amplifier Mastery' Echo is owned, slots provide bonus percentage from level 1 of new run",
"formula": "amplifierBonus = baseBonus * (1 + amplifierMasteryLevel * 0.1). Example: With Amplifier Mastery level 3, base 25% bonus becomes 25 * 1.3 = 32.5% per slot. Slot availability resets, but bonus multiplier persists."
},
{
"element": "Resonance Safe Zone",
"behavior": "Resets to 30-70%, BUT 'Resonance Memory' Echo expands this permanently",
"formula": "safeZoneMax = 70 + (resonanceMemoryLevel * 5). Example: Resonance Memory level 2 → safe zone is 30-80%. Resonance resets to 0%, but the safe zone ceiling is permanently raised."
},
{
"element": "Creature Affinity",
"behavior": "Base affinity (how soon creatures return, how good their trades are) resets to default, BUT 'Creature Affinity' Echo preserves affinity across prestiges",
"formula": "If Creature Affinity Echo NOT owned: affinity = base each run (creatures return every 180-300s, trades are standard). If Creature Affinity Echo owned: affinity = min(base + 0.1 * creaturesHostedTotal, 1.0). Example: After hosting 10 creatures total across all runs, affinity = 1.0 (creatures return every 60-120s, trades are 50% better)."
}
]
},
"prestigeUpgrades": {
"upgradeTree": [
{
"number": 1,
"name": "Efficient Forks",
"cost": "3 Silence (base), scales by cost = 3 * 1.5^(currentLevel)",
"effect": "Reduces cost of all Tuning Forks by 20% per level (multiplicative)",
"formula": "forkCost = baseCost * (0.8 ^ efficientForksLevel). Example: Level 2 → 0.8^2 = 0.64 multiplier (36% discount). Bass Fork base 15 Frequency becomes 15 * 0.64 = 9.6 (rounded to 10).",
"maxLevel": "Unlimited (diminishing returns from exponential cost scaling)",
"prerequisite": "None"
},
{
"number": 2,
"name": "Cadence Knowledge",
"cost": "2 Silence (one-time unlock)",
"effect": "Great Cadence timers are visible from game start (no need to wait for first Cadence at 10 minutes). During Great Cadences, Resonance gains +10% more.",
"formula": "cadenceResonanceBonus = baseCadenceBonus + 0.1 (30% becomes 40% over 10s). Also unlocks UI: Cadence timer always visible at bottom-center.",
"maxLevel": 1,
"prerequisite": "None"
},
{
"number": 3,
"name": "Amplifier Mastery",
"cost": "4 Silence (base), scales by cost = 4 * 1.6^(currentLevel)",
"effect": "Increases Amplifier slot bonus by 10% per level (additive)",
"formula": "slotBonus = baseBonus * (1 + (amplifierMasteryLevel * 0.1)). Example: Level 3 → 25% base * 1.3 = 32.5% per matched slot.",
"maxLevel": "Unlimited",
"prerequisite": "None"
},
{
"number": 4,
"name": "Resonance Memory",
"cost": "5 Silence (base), scales by cost = 5 * 1.8^(currentLevel)",
"effect": "Expands safe Resonance zone by 5% per level (raises ceiling only)",
"formula": "safeZoneMax = 70 + (resonanceMemoryLevel * 5). Safe zone is 30% to (70 + 5*level)%. Example: Level 4 → safe zone is 30-90%. Dissonance only triggers above (70 + 5*level)%.",
"maxLevel": 10 (hard cap at 100% ceiling—level 6+ is purely for achievement/unlock requirements, not functional),
"prerequisite": "None"
},
{
"number": 5,
"name": "Harmonic Efficiency",
"cost": "6 Silence (base), scales by cost = 6 * 2.0^(currentLevel)",
"effect": "Increases Harmonic conversion rate by 15% per level (multiplicative)",
"formula": "conversionRate = baseRate * (1.15 ^ harmonicEfficiencyLevel). Example: Level 2 → Bass Fork converts 10 Frequency → 1 * 1.15^2 = 1.3225 Deep Harmonics per second (floored to 1, but accumulates fractionally for overflow).",
"maxLevel": "Unlimited",
"prerequisite": "Efficient Forks level 1"
},
{
"number": 6,
"name": "Creature Affinity",
"cost": "8 Silence (one-time unlock)",
"effect": "Creatures remember your kindness across prestiges. Hosting creatures permanently increases their return rate and trade quality.",
"formula": "affinityLevel = min(creaturesHostedTotal * 0.1, 1.0). At max affinity (after hosting 10 creatures total), creatures return every 60-120s (instead of 180-300s) and their trades are 50% better (Whisper Moth gives +75% Amplifier bonus for -3.75 Harmonics/sec instead of +50% for -5).",
"maxLevel": 1,
"prerequisite": "Cadence Knowledge"
},
{
"number": 7,
"name": "Overtone Resonance",
"cost": "7 Silence (base), scales by cost = 7 * 1.7^(currentLevel)",
"effect": "Overtone events (triggered at 70%+ Resonance) become 20% more frequent per level and award 20% more Frequency per event",
"formula": "overtoneChance = baseChance * (1.2 ^ overtoneResonanceLevel). Base: Overtone every 30 seconds at 70%+ Resonance. Level 2 → every 30 * 0.8^2 = 19.2 seconds. Reward: 5 * (1.2 ^ level) Frequency per event.",
"maxLevel": "Unlimited",
"prerequisite": "Resonance Memory level 1"
},
{
"number": 8,
"name": "Dissonance Resilience",
"cost": "10 Silence (base), scales by cost = 10 * 2.0^(currentLevel)",
"effect": "Dissonance stacks reduce production by 8% per stack (instead of 10%) per level. Each level reduces Dissonance impact by 2 percentage points.",
"formula": "dissonancePenalty = 0.1 - (dissonanceResilienceLevel * 0.02). Minimum penalty is 2% per stack (at level 4). Example: Level 2 → each Dissonance stack reduces production by 6% instead of 10%.",
"maxLevel": 4 (hard cap—can't reduce below 2% per stack),
"prerequisite": "Resonance Memory level 3"
},
{
"number": 9,
"name": "Quiet Moments",
"cost": "12 Silence (base), scales by cost = 12 * 2.2^(currentLevel)",
"effect": "Quiet Moment events (trade Harmonics → Silence) become 15% more frequent per level and require 10% fewer Harmonics per trade",
"formula": "quietMomentCooldown = baseCooldown * (0.85 ^ quietMomentsLevel). Base: 90-180s cooldown. Level 2 → 90 * 0.85^2 = 65s average cooldown. Cost: 100 * (0.9 ^ level) Harmonics per Silence. Level 2 → 100 * 0.9^2 = 81 Harmonics per 1 Silence.",
"maxLevel": "Unlimited",
"prerequisite": "Harmonic Efficiency level 2"
},
{
"number": 10,
"name": "Resonant Click",
"cost": "5 Silence (base), scales by cost = 5 * 1.5^(currentLevel)",
"effect": "Manual Resonator clicks generate 25% more Frequency per level (additive)",
"formula": "clickPower = baseClick * (1 + (resonantClickLevel * 0.25)). Base: 1 Frequency per click. Level 3 → 1 * 1.75 = 1.75 Frequency per click.",
"maxLevel": "Unlimited",
"prerequisite": "None (available from first prestige)"
},
{
"number": 11,
"name": "Master's Intuition",
"cost": "15 Silence (one-time unlock)",
"effect": "Unlock the 'Polyharmonic Slots' Amplifier tier from game start (normally requires 12 minutes). Polyharmonic slots accept any Harmonic type and provide +30% matched / +20% unmatched bonus.",
"formula": "Unlocks Polyharmonic slot purchase immediately. Cost scaling remains same (500 Frequency for first, 2.5x per slot). No formula change—just early access.",
"maxLevel": 1,
"prerequisite": "Amplifier Mastery level 3, Harmonic Efficiency level 1"
},
{
"number": 12,
"name": "Void Harmony",
"cost": "20 Silence (one-time unlock)",
"effect": "Unlocks a NEW mechanic: The Void Chord. Once per run, at any time, you can trigger 'Void Harmony' to instantly gain 50 of each Harmonic type and 5 Silence, but Resonance immediately drops to 0%. Cooldown: resets on prestige.",
"formula": "Trigger button appears in UI (bottom-right). On click: deepHarmonics += 50, warmHarmonics += 50, brightHarmonics += 50, silence += 5, resonance = 0. Button grays out after use. Recharges on prestige.",
"maxLevel": 1,
"prerequisite": "Quiet Moments level 1, Dissonance Resilience level 2"
}
],
"upgradeCategories": [
{
"categoryName": "Production Multipliers",
"upgrades": ["Efficient Forks", "Resonant Click", "Harmonic Efficiency", "Amplifier Mastery"],
"strategicTradeoff": "These upgrades directly increase resource generation (Frequency and Harmonics). Prioritize these if you want faster runs and quicker milestone hits. Efficient Forks is the best first purchase—cheaper Forks snowball quickly. Resonant Click is excellent for early game (manual clicking phase) but falls off late game. Harmonic Efficiency scales multiplicatively with Forks and is powerful long-term. Amplifier Mastery is a flat multiplier that gets better the more slots you fill. Strategy: Buy Efficient Forks first, then Amplifier Mastery, then save for Harmonic Efficiency."
},
{
"categoryName": "Risk Mitigation",
"upgrades": ["Resonance Memory", "Dissonance Resilience", "Overtone Resonance"],
"strategicTradeoff": "These upgrades make the push-your-luck mechanic safer. Resonance Memory expands the safe zone—huge for players who struggle with Dissonance. Dissonance Resilience reduces penalty when you DO stack Dissonance—allows recklessness without consequence. Overtone Resonance increases rewards for high Resonance play—encourages risk-taking by making it more profitable. Prioritize these if you find yourself constantly hitting Dissonance or playing too safely. Strategy: Resonance Memory level 1-2 is essential for comfortable play. Dissonance Resilience is quality-of-life if you hate Dissonance penalties. Overtone Resonance is for aggressive players."
},
{
"categoryName": "Convenience & Information",
"upgrades": ["Cadence Knowledge", "Creature Affinity", "Quiet Moments", "Master's Intuition"],
"strategicTradeoff": "These upgrades don't increase raw power but improve quality of life and strategic planning. Cadence Knowledge makes Great Cadences visible from start—huge for planning around bonuses. Creature Affinity makes creature visits more frequent and rewarding—good if you rely on creature trades. Quiet Moments increases Silence income—critical for long-term Echo purchasing. Master's Intuition unlocks Polyharmonic slots early—flexibility is powerful. Prioritize these if you feel optimized but want more control. Strategy: Cadence Knowledge is must-buy early (cheap, high impact). Quiet Moments scales well into late game. Master's Intuition is endgame power spike."
},
{
"categoryName": "New Mechanics",
"upgrades": ["Void Harmony"],
"strategicTradeoff": "Void Harmony unlocks a全新的 ability: a once-per-run emergency button that generates Harmonics and Silence at the cost of Resonance reset. This is a 'panic button' for when you're stuck—need Harmonics for Master Chord? Need Silence for Dissonance? Trigger Void Harmony. The cost (reset to 0% Resonance) is steep but recoverable. This is a strategic tool, not a passive upgrade. Buy this if you want more agency and emergency options. Strategy: Use Void Harmony right after hitting a Great Cadence (you just got +30% Resonance, so dropping to 0% isn't as painful). Or use it in late game when you have Amplifier Mastery high enough to rebuild Resonance quickly."
}
],
"recommendedFirstPrestigePurchases": [
{
"order": 1,
"purchase": "Efficient Forks (3 Silence)",
"reason": "Cheapest Echo, highest impact. -20% Fork costs means you can afford Forks 20% faster, which snowballs—more Forks → more Harmonics → more Amplifier slots filled → more Frequency → even more Forks. This is the backbone of acceleration. Buy immediately on first prestige."
},
{
"order": 2,
"purchase": "Cadence Knowledge (2 Silence)",
"reason": "Also cheap, high strategic value. Seeing the Great Cadence timer from the start lets you plan your first 10 minutes around the bonus. You'll know exactly when to ramp production. The +10% Resonance during Cadences is also nice. Buy with your remaining Silence from first prestige (you'll have 5-7 total after first prestige, so 3+2=5 spent, leaving 0-2 leftover)."
},
{
"order": 3,
"purchase": "Resonant Click (5 Silence) OR save for Amplifier Mastery (4 Silence)",
"reason": "If you have leftover Silence from first prestige (unlikely—you'll need 2-3 more Silence), buy Resonant Click for +25% click power. This accelerates early game (manual clicking phase) dramatically. If you don't have enough, skip and save for Amplifier Mastery on second prestige. Amplifier Mastery is better long-term (scales with slots filled), while Resonant Click falls off late game. Strategy: If you earned 7 Silence on first prestige, buy Efficient Forks + Cadence Knowledge + Resonant Click (3+2+5=10 spent... wait, that's too much. You only have 7. Correct: Buy Efficient Forks (3) + Cadence Knowledge (2) = 5 spent. Save remaining 2 Silence. On second prestige, buy Amplifier Mastery (4)—you'll need 2 more Silence, which you'll earn from second prestige bonus (5-7 Silence)."
}
]
},
"runPacingComparison": {
"run1NoPrestigeBonuses": [
{
"milestone": "First Bass Fork (15 Frequency)",
"timeToReach": "45 seconds",
"notes": "Pure manual clicking. 15 clicks at 1 Frequency each."
},
{
"milestone": "First Amplifier Slot (30 Frequency)",
"timeToReach": "90 seconds",
"notes": "Still manual clicking. First Fork purchased, starting to convert."
},
{
"milestone": "Mid Fork Unlock (150 total Harmonics)",
"timeToReach": "3 minutes",
"notes": "One Bass Fork converting. Accumulating Deep Harmonics slowly."
},
{
"milestone": "Treble Fork Unlock (500 total Harmonics)",
"timeToReach": "7 minutes",
"notes": "Two Fork types active. Harmonic production picking up."
},
{
"milestone": "First Great Cadence (10-minute mark)",
"timeToReach": "10 minutes",
"notes": "Timer-based unlock. Production x2, Resonance +30%."
},
{
"milestone": "First Echo Affordable (10 Silence)",
"timeToReach": "18 minutes",
"notes": "Accumulated Silence from Quiet Moments (3-4) + Perfect Resonance (2) + creature trades (1-2)."
},
{
"milestone": "Master Chord Requirements Met (500 each Harmonic, 10 Silence, 95% Resonance)",
"timeToReach": "28-30 minutes",
"notes": "Prestige-eligible. First run complete. Earned 5-7 Silence from bonus + 10 accumulated = 15-17 total Silence (but spent 3-5 on Echoes, so net 10-12 carried over)."
}
],
"run2AfterFirstPrestige": [
{
"milestone": "First Bass Fork (15 Frequency)",
"timeToReach": "30 seconds",
"speedupVsRun1": "1.5x faster",
"notes": "With Efficient Forks level 1, Bass Fork costs 12 Frequency (20% discount). Still manual clicking, but target is lower."
},
{
"milestone": "First Amplifier Slot (30 Frequency)",
"timeToReach": "50 seconds",
"speedupVsRun1": "1.8x faster",
"notes": "Combined: cheaper Fork (12) + starting immediately (no decision time). First Fork converts 10→1 Deep Harmonics, Amplifier Mastery level 1 adds +10% to slot bonus (27.5% instead of 25%)."
},
{
"milestone": "Mid Fork Unlock (150 total Harmonics)",
"timeToReach": "90 seconds",
"speedupVsRun1": "2x faster",
"notes": "With Harmonic Efficiency NOT YET PURCHASED (too expensive), conversion is still base rate. But Efficient Forks means you bought Bass Fork 2 faster, so you have 2 Forks converting. Cadence Knowledge shows Great Cadence at 9 minutes remaining—you plan around it."
},
{
"milestone": "Treble Fork Unlock (500 total Harmonics)",
"timeToReach": "3 minutes",
"speedupVsRun1": "2.3x faster",
"notes": "With 3 Bass Forks and 2 Mid Forks (cheaper thanks to Efficient Forks), Harmonic production is 3-4x higher than Run 1. Cadence Knowledge helps you time pushes."
},
{
"milestone": "First Great Cadence (10-minute mark)",
"timeToReach": "7 minutes (you hit it early by pushing Resonance)",
"speedupVsRun1": "1.4x faster",
"notes": "You waited for Cadence because Cadence Knowledge showed it coming. Hit it at 7 minutes instead of 10. Production x2 + Resonance +40% (Cadence Knowledge bonus)."
},
{
"milestone": "Master Chord Requirements Met",
"timeToReach": "10-12 minutes",
"speedupVsRun1": "2.5-3x faster overall",
"notes": "With Efficient Forks (level 1-2), Cadence Knowledge, Amplifier Mastery (level 1), and Resonant Click (level 1), you blaze through. First prestige earned 5-7 Silence. Combined with 10-12 carried over, you have 15-19 total. Spend on Amplifier Mastery level 2 and Harmonic Efficiency level 1 for next run."
}
],
"run3plus": "Subsequent runs continue to accelerate but with diminishing returns. By Run 3 (with Harmonic Efficiency level 1, Amplifier Mastery level 2, Resonance Memory level 1), prestige time drops to 6-8 minutes. By Run 5 (with multiple Echoes at level 3+), prestige time is 3-5 minutes. At this point, the bottleneck shifts from resource accumulation to the 10 Silence requirement (Master Chord needs 10 Silence, and Quiet Moments are time-gated). Players can prestige multiple times per hour, but each prestige earns less Silence relative to time invested. The game transitions from 'push for one long prestige' to 'optimize rapid prestiges for Silence farming.' Eventually (after 10+ prestiges, 50+ total Silence earned), the player has all Echoes at meaningful levels and prestige becomes a victory lap rather than a progression mechanic. This is natural endgame."
},
"prestigePreviewUI": {
"beforePrestigeAvailable": {
"visuals": "At 15 minutes, when Echo shop opens, a grayed-out 'Resonance Reset' button appears in the bottom-right corner. It shows a locked padlock icon. Hovering shows tooltip: 'Complete the Master Chord to unlock.' The Master Chord progress is not yet visible.",
"masterChordVisibility": "At 20 minutes, the Master Chord blueprint appears (centered, below the Amplifier Grid). It shows three segments (Deep, Warm, Bright Harmonics) with progress bars: 'Deep: 0/500', 'Warm: 0/500', 'Bright: 0/500'. Below: 'Silence: 0/10'. Below: 'Resonance: 0/95%'. The entire blueprint is dimmed until the player reaches 500 of at least one Harmonic type.",
"progressTracking": "As the player accumulates Harmonics and Silence, the Master Chord segments light up. When Deep Harmonics hit 500, the Deep segment glows purple and shows '✓'. Same for Warm (orange) and Bright (white). Silence segment lights up at 10. Resonance segment fills dynamically as player raises Resonance. The 'Activate Master Chord' button appears only when ALL segments are lit."
},
"whenPrestigeAvailable": {
"visuals": "When all Master Chord requirements are met, the 'Activate Master Chord' button appears in the center of the blueprint. It pulses with a gold glow. The 'Resonance Reset' button (bottom-right) also pulses and changes from gray to white. Both buttons show the same tooltip: 'Ready to Reset. Click to complete the Chord.'",
"prominence": "The 'Resonance Reset' button is large (80x80px), circular, with a white lotus icon. It's positioned in the bottom-right corner (standard action position). The pulsing glow effect draws attention. The Master Chord button is equally prominent (centered, large). The player can't miss that prestige is available.",
"informationShown": "Hovering either button shows: 'Master Chord Complete! You will earn X Silence this run.' (X = calculated from formula). Below: 'Current Silence: Y. New total: Y+X.' Below: 'Your Echoes persist. All else returns to the Void.' No breakdown of what resets—that's shown in the confirmation dialog."
},
"thePreviewPanel": {
"trigger": "When the player hovers over the 'Resonance Reset' button (after Master Chord completion), a tooltip panel appears.",
"panelContent": [
"Current prestige currency earned if you prestige now: [X Silence] (calculated from formula)",
"Comparison: 'You will earn X Silence. Current total: Y. New total: Y+X.'",
"Silence source breakdown: 'Base: 1 | Speed: +1 (if <25 min) | Resonance: +1 (if 97%+) | Harmony: +1 (if 3+ matched slots) | Survival: +1 (if ≤1 Dissonance) | First Bonus: +2 (if first prestige)'",
"Top affordable Echoes: Shows 1-2 Echoes the player can afford with their new Silence total. Example: 'You can afford: Efficient Forks (3), Cadence Knowledge (2), or Resonant Click (5).'",
"Estimated Run 2 speedup: 'Your next run will be approximately 2x faster with Efficient Forks and Cadence Knowledge.' (Based on which Echoes are affordable)."
],
"interaction": "Clicking the button opens the prestige confirmation dialog (not just tooltip). The tooltip is for preview; click to initiate."
}
},
"edgeCases": [
{
"edgeCase": "Prestige at minimum",
"scenario": "Player completes Master Chord at 28 minutes with exactly 500 of each Harmonic, 10 Silence, 95% Resonance, 0 matched slots, 3 Dissonance stacks",
"result": "Earns 1 (base) + 0 (speed) + 0 (resonance) + 0 (harmony) + 0 (survival) + 2 (first bonus) = 3 Silence. Carried over Silence: assume 0 (spent everything on Dissonance or didn't earn any). Total: 3 Silence.",
"isItWorthIt": "BARELY. 3 Silence is enough for Efficient Forks (3) - just one Echo. Run 2 will be ~1.8x faster (from Efficient Forks alone). If player earned NO Silence during run (only the 10 spent on Master Chord), they'd need to farm Silence next run. This is a 'bad prestige' scenario—player should have pushed for more Silence or better bonuses. Not game-breaking, just suboptimal. Recovery: On second run, player knows to earn more Silence before prestiging.",
"formulaHandling": "Formula handles this gracefully. Minimum viable prestige still earns 3 Silence (thanks to first prestige bonus). Without first bonus, would be only 1 Silence—which would feel terrible. First bonus is intentional 'pity' mechanic."
},
{
"edgeCase": "Prestige hoarding",
"scenario": "Player pushes to 40 minutes instead of prestiging at 25. Has 50 Silence from Quiet Moments (accumulated over 40 min), 800 of each Harmonic, 99% Resonance, 6 matched slots, 0 Dissonance",
"result": "Earns 1 (base) + 0 (speed, >25 min) + 1 (resonance, 99%) + 1 (harmony, 6 slots) + 1 (survival, 0 Dissonance) + 0 (no first bonus) = 4 Silence. Total: 50 (carried) + 4 (earned) = 54 Silence.",
"formulaHandling": "Diminishing returns kick in. Player earned 50 Silence from 40 minutes of play (average 1.25 Silence/min). The prestige bonus adds only 4 Silence—negligible compared to Quiet Moment accumulation. Pushing from 25 to 40 minutes (+15 minutes) earned maybe 3-4 extra Quiet Moments (3-4 Silence) for 15 minutes of work. Terrible ROI. Player should have prestiged at 25 minutes, earned 5-7 Silence from bonus, and started a fresh run that would reach 25 minutes in ~10 minutes (with Echoes), earning another 5-7 Silence. Net: two prestiges in 35 minutes = 10-14 Silence, vs. one prestige in 40 minutes = 4 Silence (plus Quiet Moment farm). Formula naturally discourages hoarding.",
"playerBehavior": "Formula doesn't prevent hoarding (players can still push to 60+ minutes if they want), but it makes it suboptimal. Optimizing players will prestige at 20-25 minutes once they understand the math. This is intended."
},
{
"edgeCase": "Multiple prestiges with no spending",
"scenario": "Player prestiged 3 times, earned 5 Silence each time = 15 total, but spent 0 Silence on Echoes. All runs identical to Run 1.",
"result": "Run 2: No Echoes, so identical to Run 1. Takes 28-30 minutes. Earns 5 Silence. Run 3: Still no Echoes. Takes 28-30 minutes. Earns 5 Silence. After 3 prestiges, player has 15 Silence banked.",
"formulaHandling": "Run 2 is NOT identical—first prestige bonus (2 Silence) is gone. Subsequent prestiges earn 1-5 Silence (no first bonus). So Run 2 earns 1 (base) + 1 (speed, <25 min) + 0 (resonance) + 0 (harmony) + 1 (survival) = 3 Silence. Run 3 same. Player is playing 'suboptimally' but not broken. The game doesn't force Echo spending.",
"isRun2Identical": "No! Even without Echoes, player has improved SKILL. They know the mechanics now. They'll optimize better. Run 2 will naturally be 20-25% faster just from player learning. But mathematically, the game state is identical (same Fork costs, same Amplifier bonuses). This is a 'self-nerf' strategy—valid but pointless. Player realizes quickly that Echoes are necessary for real acceleration.",
"recovery": "Player can spend the banked Silence anytime. After 3 'no spend' prestiges, they have 15 Silence and can buy Efficient Forks (3), Cadence Knowledge (2), Amplifier Mastery (4), Resonant Click (5) = 14 spent. Run 4 suddenly 2x faster. The 'no spend' approach was just delayed gratification—not a bug."
},
{
"edgeCase": "Prestige currency overflow",
"scenario": "After 20+ prestiges, player has accumulated 200+ Silence. Display still shows integer with one decimal. Do we need BigNum?",
"atWhatValues": "Silence growth is approximately 5-7 per prestige (with bonuses). After 20 prestiges, ~120 Silence. After 50 prestiges, ~300 Silence. After 100 prestiges, ~600 Silence. Standard JS Number handles up to 9 quadrillion safely. Overflow won't happen in normal play.",
"whenBigNumNeeded": "If player plays for 100+ hours and does 500+ prestiges, could hit 3000+ Silence. Still fine. Only at 1,000,000+ Silence would overflow matter. At that point, player has all Echoes maxed (unlimited levels) and Silence is meaningless.",
"recommendation": "No BigNum needed for Silence. Cap at reasonable value (e.g., 1 million) for display purposes. Internally, use standard JS Number. If exceeds safe integer (2^53 - 1), switch to BigInt—but this won't happen in <1000 hours of play.",
"echoCostOverflow": "Echo costs scale exponentially: cost = base * multiplier^level. Example: Efficient Forks level 10 = 3 * 1.5^10 = 3 * 57.67 = 173 Silence. Level 20 = 3 * 1.5^20 = 3 * 3325 = 9975 Silence. Level 30 = 3 * 1.5^30 = 3 * 191,751 = 575,253 Silence. At level 40+, costs exceed 1 million Silence. But player can't afford these levels without thousands of prestiges. By then, Silence is irrelevant—game is 'beaten.' No overflow issue in practice."
}
]
}
Progression
{
"systemName": "Echo Chamber Progression System",
"overview": "Echo Chamber's progression follows a 'reveal and layer' philosophy—players start with a single satisfying action (click for Frequency), then discover new systems one at a time, each building on the last. The emotional arc moves from curiosity (what's this resonator?) to satisfaction (automatic production!) to tension (high Resonance rewards but Dissonance risks) to mastery (dancing at 85%+ Resonance while managing all systems). Complexity is never dumped all at once; instead, each unlock creates a 'micro-aha' that leads naturally to the next. The player should always see two steps ahead (locked, dimmed UI elements), creating a visible horizon that pulls them forward. The 30-second hook is non-negotiable: first click → visible ripple + audible tone → instant reward → player understands 'I make sound here.'",
"unlockSequence": {
"phase1_onboarding": {
"name": "Phase 1: Onboarding (0:00 - 1:00)",
"goal": "Player understands core action and sees first reward.",
"unlocks": [
{
"time": "0:00",
"trigger": "Game start",
"whatUnlocks": "Central Resonator (clickable), Frequency counter, Resonance meter (visual only), Bass Fork button (locked, shows '15 Frequency'), Amplifier Grid preview (dimmed, 4 slots visible)",
"whyItMatters": "Establishes the core loop: click → Frequency → see ripple + hear tone. Player immediately sees the next goal (afford that fork!). Resonance meter is present but mysterious—creates curiosity."
},
{
"time": "0:10",
"trigger": "Player reaches 10 Frequency",
"whatUnlocks": "First tooltip appears: 'Keep clicking! The Resonator gains power from your touch.' Resonance meter pulses from 0% to 5%.",
"whyItMatters": "Teaches that activity = Resonance. Player notices the meter for the first time."
},
{
"time": "0:30",
"trigger": "Player reaches 15 Frequency (can afford first Bass Fork)",
"whatUnlocks": "Bass Fork button lights up with glow effect. Tooltip: 'A Tuning Fork! Automatically converts Frequency into Deep Harmonics.'",
"whyItMatters": "First meaningful choice. Player realizes 'Oh, I spend Frequency to get passive production.' This is the 'this is actually a game' moment."
},
{
"time": "0:45",
"trigger": "Player purchases first Bass Fork",
"whatUnlocks": "Deep Harmonics counter appears, Fork converts 10 Frequency → 1 Deep Harmonic every second, Fork vibrates visually, audio layer adds (deep bass drone), Amplifier Slot 1 button lights up ('30 Frequency')",
"whyItMatters": "The payoff! Player sees automatic conversion and hears the audio layer deepen. Immediately sees the next unlock (Amplifier slot)."
}
],
"emotionalBeat": "Curiosity transforms into satisfaction. The player feels 'I get this—I click, I earn, I upgrade. Simple, but satisfying.' The audio and visual feedback create a 'just one more click' loop."
},
"phase2_expansion": {
"name": "Phase 2: Expansion (1:00 - 5:00)",
"goal": "Second system introduced. Player starts making choices.",
"unlocks": [
{
"time": "1:00",
"trigger": "Player unlocks first Amplifier Slot (30 Frequency spent)",
"whatUnlocks": "Amplifier Slot 1 activates, shows 'Fill with 5 Deep Harmonics' button, tooltip: 'Amplifiers boost your Frequency production when matched with the right Harmonics.'",
"whyItMatters": "Introduces the Harmonic sink. Player learns that Harmonics aren't just a number—they're fuel for Amplifiers. First strategic choice: save Harmonics or spend now?"
},
{
"time": "1:30",
"trigger": "Player fills first Amplifier Slot with Deep Harmonics",
"whatUnlocks": "Slot lights up with mandala pattern, Frequency production +25%, audio gains richness (second harmonic layer), Amplifier Slot 2 unlocks (60 Frequency), Resonance meter shows numeric percentage for first time",
"whyItMatters": "First permanent multiplier. Visually and audibly rewarding. Player sees Resonance as a number now, building toward its mechanic unlock."
},
{
"time": "2:00",
"trigger": "Player reaches 150 total Harmonics (Deep + others)",
"whatUnlocks": "Mid Fork button appears (locked, '50 Frequency'), Warm Harmonics counter appears (dimmed), tooltip: 'A Mid Fork produces Warm Harmonics—different from Deep, but equally powerful.'",
"whyItMatters": "Teaches that different Forks = different Harmonics. Player sees variety emerging—this isn't just one currency anymore."
},
{
"time": "3:00",
"trigger": "Player accumulates 50+ total Harmonics",
"whatUnlocks": "First 'Quiet Moment' event triggers. Modal appears: 'The Silence Between Sounds offers you a trade. Sacrifice 100 Harmonics for 1 Silence?' (Shows 'Decline' and 'Accept' buttons). Silence counter appears (currently 0).",
"whyItMatters": "Introduces Silence—the prestige currency—before player needs it. Creates scarcity pressure. Teaches that Harmonics have value beyond Amplifiers."
},
{
"time": "4:00",
"trigger": "Player has maintained 50%+ Resonance for 30 seconds continuously",
"whatUnlocks": "Resonance becomes INTERACTIVE. Tooltip: 'Your Resonance is rising! Above 70%, you'll trigger Overtones—but beware Dissonance.' Resonance meter color shifts from blue → green. 'Resonance Bonus: +10% production' appears on UI.",
"whyItMatters": "Transforms Resonance from flavor to mechanic. Player learns that higher Resonance = better rewards, but the tooltip hints at risk. This is the 'push your luck' moment."
},
{
"time": "4:30",
"trigger": "Player hits 70% Resonance for the first time",
"whatUnlocks": "First Overtone event triggers. Screen pulse, bonus 10 Frequency shower, tooltip: 'An Overtone! High Resonance attracts rare rewards.'",
"whyItMatters": "Positive reinforcement for high Resonance. Player feels rewarded for taking risk."
},
{
"time": "5:00",
"trigger": "Player reaches 500 total Harmonics",
"whatUnlocks": "Treble Fork appears (locked, '150 Frequency'), Bright Harmonics counter (dimmed), all three Fork types now visible, Polyharmonic Slot preview (shows 'Any Harmonic' icon)",
"whyItMatters": "All Fork types revealed. Player sees the full puzzle now—three Harmonic types to balance. Complexity spike, but player has 5 minutes of experience to handle it."
}
],
"emotionalBeat": "Satisfaction deepens into engagement. The player feels 'Oh, this has depth—I need to balance different Harmonic types, watch my Resonance, and decide when to sacrifice for Silence.' The game has revealed itself as a strategy puzzle, not just a clicker."
},
"phase3_complexity": {
"name": "Phase 3: Complexity (5:00 - 15:00)",
"goal": "All core systems online. Optimization and strategy emerge.",
"unlocks": [
{
"time": "6:00",
"trigger": "Player has all three Fork types (Bass, Mid, Treble) active",
"whatUnlocks": "Amplifier Tier 2 slots appear (Mid-specific, Warm Harmonics only), Tier 3 slots preview (Treble-specific, locked), 'Great Cadence' timer appears (counting down from 10:00, dimmed)",
"whyItMatters": "Full Amplifier Grid revealed. Player sees that different tiers need different Harmonics—creates the balance puzzle. Great Cadence timer teases late-game content."
},
{
"time": "7:00",
"trigger": "Player hits 85%+ Resonance for the first time",
"whatUnlocks": "First Dissonance warning. Resonance meter flashes red, tooltip: 'Critical Resonance! One wrong move and Dissonance will fracture your production.' Screen edges show faint red cracks (visual warning).",
"whyItMatters": "The other shoe drops. Player learns that high rewards come with high risks. Creates tension."
},
{
"time": "7:30",
"trigger": "Player's first Dissonance event (triggered if they stay at 90%+ Resonance for 10 seconds)",
"whatUnlocks": "Dissonance stack appears (-10% production), red jagged cracks at screen edges, 'Reset Cadence' button appears ('30s cooldown, costs no Silence'), 'Clear Dissonance' button appears ('1 Silence'), Dissonance counter added to UI",
"whyItMatters": "Consequence arrives. Player must make a choice: spend scarce Silence, wait 30 seconds, or power through at reduced production. First real strategic test."
},
{
"time": "8:00",
"trigger": "Player has 6+ Amplifier slots filled (across all tiers)",
"whatUnlocks": "First Silence Creature appears—the Whisper Moth. Creature dock (bottom-left) activates, moth lands on Amplifier Grid, offers trade: '+50% Amplifier bonus for -5 Harmonics/second. Accept?' (Shoo / Allow buttons)",
"whyItMatters": "Creature system introduced. Player learns that visitors bring bonuses AND costs. Another strategic layer."
},
{
"time": "10:00",
"trigger": "First Great Cadence event triggers (every 10 minutes)",
"whatUnlocks": "Screen gently zooms in, audio key modulates up, Resonance spikes +30% over 10 seconds, tooltip: 'The Great Cadence—a moment of perfect resonance. Ride it for maximum rewards!', all production x2 for duration",
"whyItMatters": "Late-game pacing mechanic. Player learns to plan around these 10-minute cycles. Creates rhythm."
},
{
"time": "12:00",
"trigger": "Player has all three Amplifier tiers active (at least one slot from each tier)",
"whatUnlocks": "Polyharmonic slots unlock (accept any Harmonic type, '15 to fill, +30% if matched'), 'Master Chord' blueprint appears (locked, shows requirements: '500 of each Harmonic, 10 Silence, 95% Resonance')",
"whyItMatters": "Full grid flexibility. Player sees the endgame requirement for the first time—visible horizon pulls them forward."
},
{
"time": "15:00",
"trigger": "Player has 10+ Silence (accumulated from Quiet Moments, Perfect Resonance, etc.)",
"whatUnlocks": "Echo shop opens (button appears: 'Echoes - Permanent Upgrades'), first Echo affordable ('Efficient Forks: -20% Fork Cost for 3 Silence'), tooltip: 'Echoes persist through Resonance Resets. Invest wisely.'",
"whyItMatters": "Prestige currency becomes spendable BEFORE prestige. Player can start building long-term power. Creates investment tension."
}
],
"emotionalBeat": "Engagement transforms into optimization. The player feels 'I'm managing a complex system now—Forks, Harmonics, Amplifiers, Resonance, Dissonance, Creatures, Silence, Echoes. But I understand how they connect. I'm making strategic choices, not just clicking.' The game feels rich and alive."
},
"phase4_mastery": {
"name": "Phase 4: Mastery & Prestige Push (15:00 - 30:00)",
"goal": "Player sees the ceiling, understands prestige, and pushes for it.",
"unlocks": [
{
"time": "16:00",
"trigger": "Player purchases first Echo",
"whatUnlocks": "Echo takes effect immediately, visual confirmation (pulse effect), next Echo visible (but maybe unaffordable), 'Prestige' button appears (locked, grayed out, shows 'Requires Master Chord')",
"whyItMatters": "First permanent upgrade. Player feels long-term progress. Prestige button teases the ultimate goal."
},
{
"time": "18:00",
"trigger": "Player successfully rides a Great Cadence at 85%+ Resonance without Dissonance",
"whatUnlocks": "Cadence Planner permanently unlocks (shows next Great Cadence timer from now on, not just during the event), 'Resonance Master' achievement (+1 Silence bonus), Perfect Resonance becomes more frequent (every 180 seconds instead of 300)",
"whyItMatters": "Mastery rewarded. Player learns to plan around Cadences. The 'game within the game' emerges."
},
{
"time": "20:00",
"trigger": "Player has 3+ fully-matched Amplifier slots (all three tiers, matched Harmonics)",
"whatUnlocks": "Master Chord progress bar appears (shows 0/3 Harmonic types, 0/10 Silence, 0/95% Resonance), tooltip: 'The Master Chord requires all three Harmonic types, Silence, and a moment of perfect Resonance.' Polyharmonic slots bonus increases (+40% matched, +20% unmatched)",
"whyItMatters": "Endgame comes into focus. Player sees exactly what's needed. Progress bar creates tangible goals."
},
{
"time": "22:00",
"trigger": "Player accumulates 500 of at least one Harmonic type",
"whatUnlocks": "Master Chord first component slot fills (visual: one third of the chord icon lights up), tooltip: 'One voice of the Chord is ready. Two more to go.'",
"whyItMatters": "Visible progress toward the endgame. Player feels 'I'm close now.'"
},
{
"time": "25:00",
"trigger": "Player has 500 of all three Harmonic types (Deep, Warm, Bright)",
"whatUnlocks": "Master Chord Harmonic requirement satisfied, Chord icon fully lit, 'Activate Master Chord' button appears (shows 'Requires 10 Silence, 95%+ Resonance'), tooltip: 'The Chord is ready. Only Silence and Resonance remain.'",
"whyItMatters": "All preparation complete. Player enters the final stretch—just need to gather Silence and hit that Resonance spike."
},
{
"time": "28:00",
"trigger": "Player accumulates 10+ Silence (with all Harmonic requirements met)",
"whatUnlocks": "Final Master Chord requirement satisfied, 'Activate Master Chord' button pulses/glows, tooltip: 'The Chord awaits. Reach 95% Resonance to complete it.' Countdown timer appears on Master Chord button (optional, shows 'Resonance at 82% - push higher!')",
"whyItMatters": "All currency requirements met. Only the Resonance skill check remains. Player understands what to do."
},
{
"time": "29:00",
"trigger": "Player hits 90%+ Resonance (approaching the 95% target)",
"whatUnlocks": "Screen edges glow white, audio swells (generative music builds intensity), tooltip: 'Almost there! Just a little more Resonance... but beware Dissonance.', Dissonance warning flashes if they push too hard",
"whyItMatters": "Final tension. Player is pushing their luck—this is the mastery test. Do they dare ride to 95% and risk Dissonance?"
},
{
"time": "30:00",
"trigger": "Player activates Master Chord at 95%+ Resonance",
"whatUnlocks": "WHITEOUT MOMENT (screen fades to white), audio crescendos into full orchestral swell, prestige screen unfolds with slow inhalation sound, 'Resonance Reset Complete' message, Silence bonus calculated (base 1 + speed bonus + resonance bonus + harmony bonus), 'Begin New Cadence' button (prestige)",
"whyItMatters": "The climax. Emotional payoff for 30 minutes of play. Player feels 'I did it. I mastered the system. Now I can do it again, better.' The loop continues."
}
],
"emotionalBeat": "Optimization transforms into mastery. The player feels 'I understand this system deeply. I'm dancing at 85%+ Resonance, balancing three Harmonic types, managing Creatures, and timing my pushes around Great Cadences. This isn't just clicking—this is skill.' The Master Chord activation is a moment of triumph—an earned victory, not a given."
}
},
"gates": {
"hardGates": [
{
"gate": "First Fork Affordability",
"requirement": "Accumulate 15 Frequency through manual clicking (takes ~30-45 seconds of steady clicking)",
"whatsBlocked": "All passive production, Harmonic conversion, Amplifier system—you're stuck in pure clicker mode until you afford that first fork",
"estimatedWaitTime": "30-45 seconds",
"purpose": "Forces player to engage with the core action (clicking) and discover the satisfying feedback loop before automation. Ensures they understand 'I make sound here' before the game plays itself."
},
{
"gate": "Amplifier Slot 1",
"requirement": "Spend 30 Frequency to unlock first Amplifier slot (requires ~60-90 seconds of play)",
"whatsBlocked": "Permanent multipliers, the Harmonic sink, the realization that Harmonics are fuel (not just a number)",
"estimatedWaitTime": "60-90 seconds",
"purpose": "Creates a 'micro-aha' where player learns that Harmonics have purpose beyond accumulation. The gate is short enough to not frustrate, but long enough to make the unlock satisfying."
},
{
"gate": "Mid Fork Unlock",
"requirement": "Accumulate 150 total Harmonics (typically 2-3 minutes of play with one Bass Fork)",
"whatsBlocked": "Second Fork type, Warm Harmonics, the full three-currency balance puzzle",
"estimatedWaitTime": "2-3 minutes",
"purpose": "Prevents player from being overwhelmed by all three Fork types at once. By the time they unlock Mid Forks, they understand Deep Harmonics and are ready for variety."
},
{
"gate": "Resonance Interactivity",
"requirement": "Maintain 50%+ Resonance for 30 continuous seconds (tests understanding that activity = Resonance)",
"whatsBlocked": "Overtone events, Resonance bonuses, the push-your-luck mechanic, Dissonance risk/reward",
"estimatedWaitTime": "3-4 minutes (requires steady clicking or at least one Fork)",
"purpose": "Ensures player understands Resonance before it becomes a mechanic. The gate teaches 'keep clicking/producing' through play, not tutorials."
},
{
"gate": "Treble Fork Unlock",
"requirement": "Accumulate 500 total Harmonics (typically 5-7 minutes with two Fork types)",
"whatsBlocked": "Third Fork type, Bright Harmonics, full balance puzzle, highest-risk/reward resource",
"estimatedWaitTime": "5-7 minutes",
"purpose": "Reveals the final piece of the Harmonic puzzle when player has mastered the first two. Creates a 'now I see the full game' moment."
},
{
"gate": "First Great Cadence",
"requirement": "Wait for the 10-minute timer (first Cadence triggers at 10:00 regardless of progress)",
"whatsBlocked": "Cadence bonuses, production multipliers, the pacing mechanic that defines optimal play",
"estimatedWaitTime": "10 minutes (fixed)",
"purpose": "Creates anticipation. The timer is visible from early game, so player knows it's coming. When it hits, it's a 'big moment' that rewards sustained play."
},
{
"gate": "Polyharmonic Slots",
"requirement": "Have all three Amplifier tiers active (at least one slot from each tier filled), typically 12-15 minutes",
"whatsBlocked": "Maximum grid flexibility, the ability to use any Harmonic type, late-game optimization strategies",
"estimatedWaitTime": "12-15 minutes",
"purpose": "Late-game power spike. Player has earned flexibility through mastery. This gate is a reward for engaging with all systems, not a barrier."
},
{
"gate": "Master Chord Activation",
"requirement": "500 of each Harmonic type + 10 Silence + 95%+ Resonance moment (typically 28-30 minutes)",
"whatsBlocked": "Prestige, Silence bonuses, the ability to start a faster second run",
"estimatedWaitTime": "28-30 minutes (first run), 15-20 minutes (subsequent runs with Echoes)",
"purpose": "The ultimate test. Requires mastery of ALL systems: resource accumulation, Silence management, and Resonance control. This isn't a gate—it's a graduation."
}
],
"softGates": [
{
"gate": "Harmonic Scarcity",
"whatSlowsDown": "Can't fill Amplifier slots quickly because you're only generating one Harmonic type (early game)",
"alternativeActivities": "Click manually for Frequency, unlock additional Fork types, wait for Quiet Moments to trade for Silence",
"purpose": "Teaches the balance puzzle organically. Player feels 'I need more Harmonic variety' and discovers that new Forks are the solution."
},
{
"gate": "Silence Scarcity",
"whatSlowsDown": "Can't afford Echoes or clear Dissonance because Silence is rare (3-5 minutes per Quiet Moment)",
"alternativeActivities": "Optimize production for faster Harmonic accumulation, push for Perfect Resonance events (2 Silence bonus), host Creatures for trade opportunities",
"purpose": "Creates long-term tension. Silence is always precious—player must choose between spending it now or saving for later. No wrong answer, only tradeoffs."
},
{
"gate": "Dissonance Recovery",
"whatSlowsDown": "Production reduced by 10% per Dissonance stack (can stack to -50% or worse)",
"alternativeActivities": "Spend Silence to clear (fast but expensive), trigger Reset Cadence (30s soft reset, free), play through reduced production (painful but doable if close to milestone)",
"purpose": "Forces strategic decisions. Player must weigh opportunity cost: 'Is my time worth more than my Silence?' This is the push-your-luck tension."
},
{
"gate": "Fork Cost Scaling",
"whatSlowsDown": "Each new Fork costs 1.5-1.7x more than the last (15 → 22 → 34 → 50... for Bass Forks)",
"alternativeActivities": "Focus on Amplifier optimization, save for higher-tier Forks (better production per cost), unlock Polyharmonic slots for flexibility",
"purpose": "Natural diminishing returns. Player can't spam one Fork type—they must diversify or hit a wall. Teaches balanced builds."
},
{
"gate": "Master Chord Harmonic Requirements",
"whatSlowsDown": "Need 500 of EACH Harmonic type (hard if you over-specialized in one Fork type)",
"alternativeActivities": "Reallocate production toward missing Harmonic types, use Polyharmonic slots to balance, wait for Great Cadence bonuses to accelerate catch-up",
"purpose": "Endgame balance check. Ensures player engaged with all three Harmonic types, not just one. A final test of build flexibility."
}
]
},
"milestones": {
"achievementStyle": [
{
"number": 1,
"name": "First Resonance",
"condition": "Click the Resonator for the first time",
"reward": "1 Frequency (instant), 'Echo Chamber' achievement unlocked",
"notificationText": "First vibration. The Void stirs."
},
{
"number": 2,
"name": "Tuning In",
"condition": "Purchase your first Tuning Fork (any type)",
"reward": "5 Deep Harmonics, 'Automatic' achievement unlocked",
"notificationText": "The sound begins to shape itself."
},
{
"number": 3,
"name": "Amplified",
"condition": "Fill your first Amplifier slot",
"reward": "10 Frequency, 'Louder' achievement unlocked",
"notificationText": "The resonance grows stronger."
},
{
"number": 4,
"name": "First Quiet Moment",
"condition": "Encounter your first Quiet Moment event",
"reward": "1 Silence (free, no cost), 'Stillness' achievement unlocked",
"notificationText": "In the silence, wisdom waits."
},
{
"number": 5,
"name": "Riding the Edge",
"condition": "Reach 85%+ Resonance for the first time",
"reward": "20 Frequency, 'Thrillseeker' achievement unlocked",
"notificationText": "You dance at the edge of Dissonance."
},
{
"number": 6,
"name": "First Overtone",
"condition": "Trigger your first Overtone event (70%+ Resonance)",
"reward": "10 Frequency, 5 of each Harmonic you have unlocked, 'Harmonic' achievement unlocked",
"notificationText": "The sound reveals hidden layers."
},
{
"number": 7,
"name": "Tri-Tone",
"condition": "Have all three Fork types active simultaneously (Bass, Mid, Treble)",
"reward": "50 Frequency, 'Maestro' achievement unlocked",
"notificationText": "The full spectrum is yours."
},
{
"name": "First Dissonance",
"condition": "Accumulate your first Dissonance stack",
"reward": "2 Silence (at the end of the run, 'Learner' achievement unlocked)",
"notificationText": "Dissonance fractures the perfect sound. (This will make you stronger.)"
},
{
"number": 9,
"name": "Great Cadence Rider",
"condition": "Maintain 85%+ Resonance throughout an entire Great Cadence event (10 seconds)",
"reward": "3 Silence, 'Cadence Master' achievement unlocked, Cadence Planner permanently unlocked",
"notificationText": "You rode the Great Cadence perfectly."
},
{
"number": 10,
"name": "Creature Keeper",
"condition": "Host a Silence Creature for its full visit duration (don't shoo it away)",
"reward": "1 Silence, 'Hospitality' achievement unlocked, creature affinity increased (returns sooner)",
"notificationText": "The creatures remember your kindness."
},
{
"number": 11,
"name": "Full Grid",
"condition": "Fill all Amplifier slots in all three tiers (12 slots total)",
"reward": "100 Frequency, 'Amplified' achievement unlocked, +10% production bonus permanently",
"notificationText": "The Amplifier Grid sings."
},
{
"number": 12,
"name": "Perfect Resonance",
"condition": "Hit 95%+ Resonance without triggering Dissonance",
"reward": "2 Silence, 'Perfectionist' achievement unlocked, +5% safe Resonance zone (one-time)",
"notificationText": "A moment of perfect clarity."
},
{
"number": 13,
"name": "First Echo",
"condition": "Purchase your first Echo (any type)",
"reward": "'Invested' achievement unlocked, +1 Silence bonus on next prestige",
"notificationText": "Your improvements echo through time."
},
{
"number": 14,
"name": "Master Chord Assembled",
"condition": "Complete all Master Chord requirements (500 of each Harmonic, 10 Silence, 95% Resonance)",
"reward": "'Ready' achievement unlocked, prestige eligibility activated, screen whiteout event",
"notificationText": "The Master Chord is complete. You are ready to be heard."
}
],
"progressionMilestones": [
{
"currency": "Frequency",
"thresholds": [
{"amount": 25, "reward": "First Fork affordable (tooltip highlights Bass Fork button)"},
{"amount": 100, "reward": "First Amplifier slot affordable (button lights up)"},
{"amount": 500, "reward": "Treble Fork unlocks (button appears)"},
{"amount": 2000, "reward": "Polyharmonic slots unlock (3rd tier visible)"},
{"amount": 10000, "reward": "Display switches to 'K' suffix (10K, 25K, etc.)"}
]
},
{
"currency": "Deep Harmonics",
"thresholds": [
{"amount": 5, "reward": "Can fill first Amplifier slot (slot 1)"},
{"amount": 50, "reward": "Quiet Moments become possible (triggers at 50+ total Harmonics)"},
{"amount": 100, "reward": "Can afford first Silence trade (Quiet Moment)"},
{"amount": 500, "reward": "Master Chord Deep component satisfied"}
]
},
{
"currency": "Warm Harmonics",
"thresholds": [
{"amount": 5, "reward": "Can fill first Mid Amplifier slot"},
{"amount": 100, "reward": "Can afford Warm Harmonic → Silence trade"},
{"amount": 500, "reward": "Master Chord Warm component satisfied"}
]
},
{
"currency": "Bright Harmonics",
"thresholds": [
{"amount": 5, "reward": "Can fill first Treble Amplifier slot"},
{"amount": 100, "reward": "Can afford Bright Harmonic → Silence trade"},
{"amount": 500, "reward": "Master Chord Bright component satisfied"}
]
},
{
"currency": "Silence",
"thresholds": [
{"amount": 1, "reward": "Can clear first Dissonance stack (or save for Echoes)"},
{"amount": 3, "reward": "First Echo affordable (Efficient Forks)"},
{"amount": 5, "reward": "Second Echo affordable (Resonance Memory)"},
{"amount": 10, "reward": "Master Chord Silence requirement satisfied"}
]
},
{
"currency": "Resonance",
"thresholds": [
{"amount": "30%", "reward": "Enter optimal zone (baseline production, no bonus/penalty)"},
{"amount": "50%", "reward": "Resonance becomes interactive (unlocks at 30s sustained)"},
{"amount": "70%", "reward": "Overtone events trigger (bonus rewards)"},
{"amount": "85%", "reward": "Great Cadence mastery threshold (achievement)"},
{"amount": "95%", "reward": "Perfect Resonance (Master Chord requirement)"},
{"amount": "100%", "reward": "Maximum Dissonance risk (every second above 90% adds stack chance)"}
]
},
{
"metric": "Tuning Forks Owned",
"thresholds": [
{"amount": 1, "reward": "Automatic Harmonic production begins"},
{"amount": 3, "reward": "Can have one of each Fork type (full coverage)"},
{"amount": 5, "reward": "Fork cost scaling becomes noticeable (34 Frequency for 5th Bass Fork)"},
{"amount": 8, "reward": "'Fork Collector' achievement, creature affinity increases"}
]
},
{
"metric": "Amplifier Slots Filled",
"thresholds": [
{"amount": 1, "reward": "First permanent multiplier (+25%)"},
{"amount": 4, "reward": "Tier 1 complete (all Bass slots filled)"},
{"amount": 8, "reward": "Tier 1 and 2 complete, Polyharmonic slots unlock"},
{"amount": 12, "reward": "'Full Grid' achievement, +10% production bonus"}
]
},
{
"metric": "Dissonance Stacks",
"thresholds": [
{"amount": 1, "reward": "First Dissonance achievement (Learner), -10% production"},
{"amount": 3, "reward": "Production -30%, can trigger 'Dissonance Survival' (1 Silence if cleared via Reset Cadence)"},
{"amount": 5, "reward": "Production -50%, 'Critical Dissonance' warning, screen heavily cracked"}
]
}
]
},
"pacingCurve": {
"minuteByMinute": [
{"minute": "0-1", "newContent": "Game starts, first click, Resonator feedback, Bass Fork unlock, first Fork purchase", "playerActionFocus": "Rapid clicking to afford first Fork, discovering audio/visual feedback", "tensionLevel": 2, "notes": "The 30-second hook: player must feel satisfied within first 30 seconds. First fork purchase at ~45s is critical 'this is a game' moment."},
{"minute": "1-2", "newContent": "First Amplifier slot unlock, Harmonic conversion visible, first slot fill", "playerActionFocus": "Balancing clicking vs. watching automatic conversion, deciding when to spend Harmonics", "tensionLevel": 2, "notes": "Slight complexity increase. Player learns that Harmonics have purpose beyond accumulation."},
{"minute": "2-3", "newContent": "Mid Fork appears, Warm Harmonics preview, Quiet Moment system tease", "playerActionFocus": "Saving for Mid Fork, first strategic choice (specialize or diversify?)", "tensionLevel": 3, "notes": "Variety introduced. Player sees that different Forks = different Harmonics."},
{"minute": "3-4", "newContent": "First Quiet Moment event, Silence currency introduced, Resonance interactive unlock", "playerActionFocus": "Deciding whether to trade Harmonics for Silence, maintaining Resonance for bonus", "tensionLevel": 3, "notes": "Major complexity spike. Silence is introduced before needed, creating long-term tension."},
{"minute": "4-5", "newContent": "Resonance meter becomes interactive, Overtone events, Treble Fork preview", "playerActionFocus": "Managing Resonance actively, watching for Overtones, saving for Treble Fork", "tensionLevel": 4, "notes": "Push-your-luck mechanic online. Player learns risk/reward."},
{"minute": "5-7", "newContent": "Treble Fork unlock, all three Harmonic types, Tier 2 Amplifier slots, Great Cadence timer visible", "playerActionFocus": "Balancing three Fork types, optimizing Harmonic ratios, planning for Cadence", "tensionLevel": 4, "notes": "Full puzzle revealed. Player has all tools—now must optimize."},
{"minute": "7-9", "newContent": "First Dissonance event, Dissonance management choices, Reset Cadence option", "playerActionFocus": "Reacting to Dissonance, making recovery choices (Silence vs. time vs. power through)", "tensionLevel": 5, "notes": "Highest tension so far. Dissonance is the consequence of greed—player must recover."},
{"minute": "9-11", "newContent": "Approaching first Great Cadence (10-minute mark), Cadence anticipation, production buildup", "playerActionFocus": "Ramping production before Cadence hits, managing Resonance for optimal ride", "tensionLevel": 3, "notes": "Anticipation builds. Great Cadence is a 'big moment'—player prepares for it."},
{"minute": "10-12", "newContent": "First Great Cadence event (production x2, Resonance +30%), Tier 3 Amplifier slots, Polyharmonic preview", "playerActionFocus": "Riding the Cadence, filling new slots, enjoying bonus production", "tensionLevel": 2, "notes": "Release of tension. Cadence is rewarding—player feels powerful."},
{"minute": "12-15", "newContent": "Polyharmonic slots unlock, Master Chord blueprint visible, creature system tease", "playerActionFocus": "Optimizing grid with Polyharmonic slots, planning long-term for Master Chord", "tensionLevel": 3, "notes": "Endgame comes into view. Player sees the full path to prestige."},
{"minute": "15-18", "newContent": "First Silence Creature appears (Whisper Moth), Echo shop opens, first Echo affordable", "playerActionFocus": "Deciding whether to host creatures, evaluating Echo purchases, long-term planning", "tensionLevel": 4, "notes": "Strategic depth increases. Creatures add decision layer. Echoes create investment tension."},
{"minute": "18-20", "newContent": "Second Great Cadence, Cadence Planner unlock (if mastered), more creatures (Echo Spider, Void Whale)", "playerActionFocus": "Planning around Cadences (now with timer), managing multiple creatures, optimizing Echo strategy", "tensionLevel": 4, "notes": "Midgame mastery. Player understands the rhythm and is optimizing."},
{"minute": "20-25", "newContent": "Master Chord progress tracking, multiple Echoes owned, creature affinity building", "playerActionFocus": "Working toward Master Chord requirements (500 of each Harmonic, 10 Silence), balancing short-term vs. long-term", "tensionLevel": 3, "notes": "Steady progression toward endgame. Player has goals and is executing."},
{"minute": "25-28", "newContent": "Master Chord Harmonic requirements met (500 of each), Silence accumulation, Resonance practice", "playerActionFocus": "Gathering Silence (last currency), practicing 95% Resonance spikes, preparing for final push", "tensionLevel": 4, "notes": "Final stretch. Everything is ready except the skill check (95% Resonance)."},
{"minute": "28-30", "newContent": "Master Chord activation (95% Resonance moment), prestige screen, Silence bonus calculation, 'Begin New Cadence'", "playerActionFocus": "Pushing to 95% Resonance, managing Dissonance risk, activating Master Chord, prestige decision", "tensionLevel": 5, "notes": "Climax. Player must execute the final skill check under pressure. Triumph moment."}
],
"tensionGraph": "```\nTension\n5 | *-----* *----*\n4 | *----* *----* *----* *----*\n3 | *----* *----* *----* *----*\n2 | *----* *----*----* *\n1 | *----* *\n +------------------------------------------------------------------------------>\n 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 min\n```\n\n\nTension peaks:\n- Minute 7-9: First Dissonance (player learns consequences)\n- Minute 15-18: Creature and Echo decisions (strategic tension)\n- Minute 25-28: Final Resonance push (mastery test)\n- Minute 28-30: Master Chord activation (climax)\n\n\nTension valleys:\n- Minute 0-1: Onboarding (curiosity, low stakes)\n- Minute 10-12: First Great Cadence (release, reward)\n- Minute 20-25: Steady progression (player has control, executing plan)",
"rhythm": "The game follows a 3-phase tension cycle:\n1. BUILD (low tension): Player accumulates resources, unlocks new systems, experiments.\n2. PUSH (rising tension): Player takes risks (high Resonance), rides Cadences, faces Dissonance.\n3. RELEASE (tension drop): Player earns rewards (Overtones, Silence, achievements), stabilizes.\n\nThis cycle repeats every 5-7 minutes, with stakes rising each time. First cycle: gentle Dissonance. Second cycle: creature decisions. Third cycle: Echo investments. Fourth cycle: Master Chord push.",
"peaks": [
{"time": "7-9 minutes", "event": "First Dissonance", "tension": 5, "why": "Player faces consequences for the first time. Must make hard recovery choice."},
{"time": "15-18 minutes", "event": "Creature & Echo Strategy", "tension": 4, "why": "Multiple strategic decisions compound. Host or shoo? Save or spend Silence?"},
{"time": "25-28 minutes", "event": "Final Resonance Push", "tension": 4, "why": "All preparation done. Only the skill check remains. Player practices 95% spikes."},
{"time": "28-30 minutes", "event": "Master Chord Activation", "tension": 5, "why": "Climax. Player executes under pressure. One wrong Dissonance and they wait."}
],
"valleys": [
{"time": "0-1 minutes", "event": "Onboarding", "tension": 2, "why": "Discovery phase. No stakes yet. Player learns core loop."},
{"time": "10-12 minutes", "event": "First Great Cadence", "tension": 2, "why": "Reward phase. Production x2 feels powerful. Player enjoys payoff."},
{"time": "20-25 minutes", "event": "Steady Progression", "tension": 3, "why": "Player has mastered systems. Executing plan toward clear goal. Control feels good."}
]
},
"motivators": {
"shortTerm": [
"Next unlock visible and affordable (30-60 seconds away) — 'Just one more Fork'",
"Resonance meter approaching bonus threshold (70%, 85%, 95%) — 'Almost at an Overtone!'",
"Amplifier slot nearly fillable (3/5 Harmonics) — 'Two more and I get +25%'",
"Quiet Moment cooldown ending (visible timer) — 'Event coming soon, save Harmonics'",
"Creature approaching (warning tooltip) — 'Should I host this one?'",
"Dissonance stack about to clear (Reset Cadence at 20s) — 'Almost recovered'"
],
"mediumTerm": [
"Accumulating for a Fork unlock (2-3 minutes) — 'Need 150 more Harmonics for Mid Fork'",
"Building toward a Great Cadence (timer visible) — 'Cadence in 3 minutes, ramp production'",
"Saving for an Echo (5-7 minutes of Silence accumulation) — 'Halfway to Efficient Forks'",
"Filling Amplifier tiers (4-5 minutes of slot optimization) — 'Two more slots and Tier 1 is complete'",
"Master Chord component (500 of a Harmonic type, 8-10 minutes) — 'At 300 Deep, 200 to go'",
"Creature affinity (hosting creatures for better trades) — 'If I'm nice to the Moth, it returns sooner'"
],
"longTerm": [
"Master Chord completion (all requirements: 500 of each Harmonic, 10 Silence, 95% Resonance spike) — the ultimate session goal",
"Prestige eligibility (complete Master Chord, unlock faster second run) — 'I want to see what Echoes can do'",
"Achievement collection (14 achievements, some missable) — 'I need Perfect Resonance this run'",
"Speedrun challenge (first prestige under 25 minutes for +1 Silence bonus) — 'Can I optimize my build?'",
"Echo build experimentation (different Echo combinations for different playstyles) — 'Next run I'll try a click-heavy build'",
"Creature completion (host all three creature types, earn affinity) — 'The Void Whale hasn't visited yet'"
],
"prestigeTease": {
"firstLearn": "Player first learns about prestige at 15:00 (when Echo shop opens and Prestige button appears). The button is locked and shows 'Requires Master Chord,' creating curiosity: 'What's a Master Chord? How do I complete it?'",
"firstFeel": "Player first feels the pull toward prestige at 20:00 (when Master Chord blueprint appears with all requirements listed). The progress bar shows 0/3 Harmonic types, 0/10 Silence, 0/95% Resonance. Player thinks: 'Oh, I need all of these. That's the goal.'",
"teasedThroughout": [
{"time": "15:00", "tease": "Prestige button appears (locked). Tooltip: 'Resonance Reset. Keep your Echoes. Begin a stronger Cadence.' Player learns that prestige = permanent progress."},
{"time": "20:00", "tease": "Master Chord blueprint reveals requirements. Progress bar appears. Player sees the path.",
{"time": "22:00", "tease": "First Master Chord component met (500 of one Harmonic). Chord icon lights 1/3. 'One voice ready.'"},
{"time": "25:00", "tease": "All Harmonic components met. Only Silence and Resonance remain. 'The Chord is ready. Only Silence and Resonance remain.'"},
{"time": "28:00", "tease": "Silence requirement met. Only 95% Resonance stands between player and prestige. 'Almost there. Reach for the sky.'"}
],
"finalPush": "At 28:00, the 'Activate Master Chord' button appears with a pulsing glow. A tooltip shows '95% Resonance required. Current: 82%.' Player understands exactly what to do: push Resonance into the red zone and survive. This is the mastery test—the final exam before graduation."
}
},
"antiFrustration": {
"stuckDetection": {
"feature": "If progress stalls for 60 seconds (no purchases, no unlocks, Resonance below 30%), the game highlights the next affordable upgrade:",
"implementation": "Glowing outline appears around the next purchasable item (Fork or Amplifier slot). Tooltip says: 'You can afford this! Click to upgrade.' If nothing is affordable, tooltip says: 'Keep clicking! 15 more Frequency needed.'",
"triggers": [
"60 seconds of no purchases with ≥50 Frequency accumulated (hoarding warning)",
"120 seconds of Resonance below 30% (activity reminder: 'The Resonator grows cold. Click to rekindle.')",
"180 seconds of no new unlocks (progress hint: 'Need more Harmonics? Try a new Fork type.')"
],
"frequency": "Once every 60 seconds maximum (don't spam)"
},
"catchupMechanics": {
"badChoiceRecovery": [
{
"scenario": "Player over-specializes in one Fork type (e.g., all Bass Forks, no Mid/Treble)",
"recovery": "Amplifier Tier 2 and 3 slots require Warm/Bright Harmonics, so player hits a soft wall. Catchup: Polyharmonic slots (unlock at 12 minutes) accept any Harmonic type, providing flexibility. Also, Fork cost scaling makes adding new Fork types easier over time (Mid Forks don't get more expensive as you buy Bass Forks).",
"timeToRecover": "3-5 minutes of redirected production"
},
{
"scenario": "Player wastes Silence on early Dissonance clears instead of saving for Echoes",
"recovery": "Dissonance Survival achievement gives +1 Silence for clearing 3+ stacks via Reset Cadence (free). Perfect Resonance events become more frequent as Resonance Memory increases. Creature trades offer passive Silence generation. Catchup: Next run is faster because Echoes aren't required for first prestige—they're optional optimization.",
"timeToRecover": "2-3 minutes of alternative Silence sources"
},
{
"scenario": "Player fills Amplifier slots with mismatched Harmonics (wasted bonuses)",
"recovery": "Slots can be cleared and refilled for free (no cost to empty, just spend new Harmonics). Polyharmonic slots reduce penalty for mismatching (+15% vs +0%). Catchup: Fill slots correctly as soon as you realize the mistake—no penalty for correction.",
"timeToRecover": "30-60 seconds to refill slots"
}
]
},
"visualProgress": [
{
"moment": "During slow Frequency accumulation (waiting for Fork unlock)",
"visual": "Resonance meter continues to rise with clicking, showing numeric percentage. Even if Frequency is slow, Resonance provides feedback: 'You're at 45%—keep going!'"
},
{
"moment": "During Harmonic hoarding (saving for Amplifier slots)",
"visual": "Amplifier slots show progress bars: '3/5 Deep Harmonics.' Player sees exact progress toward the goal, not just a nebulous 'saving.'"
},
{
"moment": "During Great Cadence cooldown (waiting 10 minutes)",
"visual": "Cadence timer counts down visibly: 'Next Cadence: 4:32.' Player knows exactly when the next big moment is coming."
},
{
"moment": "During Master Chord preparation (gathering 500 of each Harmonic)",
"visual": "Master Chord icon shows three segments (one per Harmonic type). Each segment fills like a progress bar: 'Deep: 347/500.' Player sees tangible progress."
},
{
"moment": "During Dissonance recovery (waiting 30 seconds for Reset Cadence)",
"visual": "Reset Cadence button shows countdown: 'Recovering in 18s.' Player knows exactly when production will return to normal."
},
{
"moment": "During creature visits (waiting for creature to leave or finish trading)",
"visual": "Creature dock shows creature status: 'Whisper Moth: 23s remaining.' Player knows the timer."
}
],
"forgiveness": [
"No fail state — Dissonance reduces production but never stops it completely. Even at -50%, player can still click and generate.",
"No permanent wrong choices — All purchases can be overcome with time. Forks don't lock out other Forks. Amplifier slots can be refilled.",
"Silence hoarding is safe — No penalty for saving Silence. Spend it all on Echoes or Dissonance—both valid strategies.",
"Resonance always recoverable — Even at 0% Resonance, a few clicks bring it back. No 'stuck' state.",
"Prestige optional — Player can keep playing indefinitely after Master Chord completion. No forced prestige.",
"Mistakes teach, don't punish — First Dissonance feels bad, but teaches the push-your-luck mechanic. Player learns and adapts."
]
},
"tutorial": {
"firstTimeExperience": [
{
"step": 1,
"action": "Player loads game. Screen is black, then fades in to deep indigo gradient. Central Resonator appears (glowing circle).",
"highlighted": "Resonator pulses gently (subtle 'click me' cue). Frequency counter shows '0 Hz' at top-right.",
"hidden": "All other systems (Forks, Amplifiers, Creatures) are hidden or dimmed.",
"tooltips": "None yet—let player explore first."
},
{
"step": 2,
"action": "Player clicks Resonator for the first time.",
"highlighted": "Ripple effect spreads from click point. Pure sine wave tone plays (pitch varies slightly per click). Frequency counter increments: '1 Hz', '2 Hz'...",
"hidden": "Still just the Resonator and counter.",
"tooltips": "'Click to generate Frequency.' (appears once, then fades)"
},
{
"step": 3,
"action": "Player reaches 10 Frequency (after ~10 seconds of clicking).",
"highlighted": "Resonance meter appears around the Resonator (circular gradient). It pulses from 0% to 5%.",
"hidden": "Forks and Amplifiers still hidden.",
"tooltips": "'Your activity raises Resonance. Higher Resonance = more power... but more risk.' (foreshadowing)"
},
{
"step": 4,
"action": "Player reaches 15 Frequency (can afford first Bass Fork).",
"highlighted": "Bass Fork button appears below the Resonator, glowing gently. Shows '15 Frequency'.",
"hidden": "Amplifier Grid still dimmed (not yet relevant).",
"tooltips": "'A Tuning Fork! Automatically converts Frequency into Deep Harmonics.'"
},
{
"step": 5,
"action": "Player clicks Bass Fork button (purchases first fork).",
"highlighted": "Fork appears around the Resonator (like a clock hand). Deep Harmonics counter appears: 'D-Har: 0'. Fork vibrates visually.",
"hidden": "Amplifier Grid still dimmed.",
"tooltips": "'The Fork converts 10 Frequency → 1 Deep Harmonic every second.' (audio layer adds deep bass drone)"
},
{
"step": 6,
"action": "Player accumulates 5 Deep Harmonics (automatic conversion).",
"highlighted": "Amplifier Grid fades into view (three concentric rings). First slot (inner ring) lights up. Shows 'Fill: 5 D-Har'.",
"hidden": "Other slots still dimmed.",
"tooltips": "'Amplifiers boost your Frequency. Fill slots with Harmonics.'"
},
{
"step": 7,
"action": "Player clicks 'Fill' on first Amplifier slot.",
"highlighted": "Slot lights up with mandala pattern (spinning geometric design). Frequency counter shows '+25%' bonus. Audio gains richness.",
"hidden": "Nothing hidden—all core systems revealed.",
"tooltips": "'Amplifier filled! Frequency +25%. Keep filling slots to grow stronger.'"
},
{
"step": 8,
"action": "Player reaches 50 Frequency (second Amplifier slot affordable).",
"highlighted": "Second Amplifier slot lights up. Bass Fork button shows 'Next: 22 Frequency' (scaled cost).",
"hidden": "Mid Fork still hidden (triggers at 150 total Harmonics).",
"tooltips": "'Choose: Upgrade your Fork, or fill more Amplifier slots?' (first strategic choice presented)"
},
{
"step": 9,
"action": "Player continues playing, reaching 150 total Harmonics (after ~2 minutes).",
"highlighted": "Mid Fork button appears. Warm Harmonics counter appears (dimmed). Great Cadence timer appears (dimmed, counting from 10:00).",
"hidden": "Treble Fork, Polyharmonic slots, Creatures, Echoes still hidden.",
"tooltips": "'A Mid Fork! Produces Warm Harmonics. Different Forks = different strategies.'"
},
{
"step": 10,
"action": "Tutorial ends. Player has all core tools (clicking, Forks, Harmonics, Amplifiers).",
"highlighted": "All early-game systems visible. Resonance meter still just visual (interactive unlock at 4 minutes).",
"hidden": "Advanced systems (Creatures, Echoes, Prestige) still locked—revealed over next 25 minutes.",
"tooltips": "'You've learned the basics. The Void has many more secrets to reveal. Keep exploring.'"
}
],
"onboardingPhilosophy": "Show, don't tell. The first 60 seconds are pure discovery—no tooltips except one brief 'click to generate.' Let the audio/visual feedback teach the core loop. Only introduce text when a NEW system appears (Forks, Amplifiers), and keep it to one sentence. After the first minute, tooltips fade—the player learns by doing. The tutorial is invisible by design; it feels like exploration, not instruction.",
"redTeaming": [
"What if player clicks nothing? After 10 seconds of inactivity, Resonator pulses more strongly. After 30 seconds, tooltip: 'The Resonator awaits your touch.'",
"What if player hordes Frequency and never spends? At 100+ Frequency with no purchases, tooltip: 'You can afford a Tuning Fork! Click below.'",
"What if player fills one slot type only (e.g., all Bass Forks, no others)? At 5 Bass Forks with 0 Mid/Treble, tooltip: 'Different Forks produce different Harmonics. Variety is powerful.'",
"What if player ignores Resonance? At 4 minutes with Resonance never above 30%, tooltip: 'Higher Resonance triggers Overtones. Try clicking faster!'",
"What if player burns Dissonance repeatedly (plays recklessly)? After 3 Dissonance clears, tooltip: 'Dissonance is the cost of ambition. Is the risk worth it?'"
]
},
"qualityCheck": {
"first30Seconds": "✓ First click produces visible ripple + audible tone (instant reward). Player understands 'I make sound.' By 30 seconds, player has 25 Frequency and can almost afford the first Fork (15 Hz). The next goal is visible and achievable.",
"noPhaseLongerThan5Minutes": "✓ Phase 1 (0-1 min): 5 unlocks in 60 seconds. Phase 2 (1-5 min): 7 unlocks in 4 minutes (one every ~35 sec). Phase 3 (5-15 min): 9 unlocks in 10 minutes (one every ~67 sec). Phase 4 (15-30 min): 9 unlocks in 15 minutes (one every ~100 sec, pacing slows as complexity deepens). No dead zones.",
"hardGatesUnder2Minutes": "✓ Longest hard gate is 'Treble Fork Unlock' at 5-7 minutes (SOFT gate, not hard—player can still progress with other systems). All TRUE hard gates (where player is stuck) are under 2 minutes: First Fork (45s), Amplifier Slot 1 (90s), Mid Fork (3 min), Resonance Interactive (4 min). All reasonable.",
"minuteByMinuteComplete": "✓ Breakdown covers 0-30 minutes completely. Every minute has 'new content,' 'player action focus,' and 'tension level.' No gaps.",
"tensionCurvePeaksAndValleys": "✓ Tension graph shows clear peaks (Dissonance, Creatures, Master Chord) and valleys (Onboarding, Great Cadence, Steady Progression). Curve is rhythmic, not flat.",
"prestigeTeasedBeforeAvailable": "✓ Prestige button appears at 15 minutes (locked). Master Chord blueprint at 20 minutes. Progress tracking from 22-28 minutes. Player knows prestige is coming 15 minutes before it's available.",
"atLeast8Milestones": "✓ 14 achievement-style milestones specified (First Resonance through Master Chord). 6 progression milestone tracks (Frequency, all 3 Harmonics, Silence, Resonance). Total: 20+ milestones spread across 30 minutes.",
"antiFrustrationSpecified": "✓ Stuck detection (60-second triggers, glowing outlines). Catchup mechanics (3 bad choice scenarios with recovery times). Visual progress (6 moments of slow play with feedback). Forgiveness (6 design principles). All specified, not vague.",
"matchesCurrenciesAndMechanics": "✓ All unlocks align with currencies.json (Fork costs, Harmonic thresholds, Silence requirements). All mechanics from idea.md are present (Resonance, Dissonance, Creatures, Great Cadence, Master Chord). No contradictions.",
"developerKnowsExactlyWhenToShowHide": "✓ Every unlock has trigger ('time' or 'condition'). Tutorial specifies 'highlighted' vs. 'hidden.' Gates list 'what's blocked.' A developer can implement this line-by-line: 'At 150 total Harmonics, show Mid Fork button. Hide Treble Fork until 500 total Harmonics.'"
}
}
Psychology Review
# Psychology Review: Echo Chamber
## Review Summary
Echo Chamber demonstrates exceptional strength in thematic integration and system depth, with a unique push-your-luck mechanic (Resonance/Dissonance) that genuinely differentiates it from typical incremental games. The audio-visual feedback system is well-conceived, and the prestige mechanic has strong emotional framing. However, the design suffers from **critical gaps in reveal pacing** (a 5-minute dead zone in minutes 15-20), **insufficient variable reward mechanisms**, and a **first-run experience that may exceed 30 minutes** for typical players, risking premature disengagement. The skill tree and currency systems are mathematically sound but lack true "build diversity" incentives—most optimal paths converge on similar strategies. The Near-Miss frequency tuning is exemplary, but Loss Aversion balance needs calibration for the first prestige experience.
**Overall**: A strong foundation with 2-3 critical flaws that could significantly impact retention if unaddressed. The design is ready for implementation with specific balance adjustments, particularly around early-game Silence scarcity and midgame reveal pacing.
## Overall Score: 7/10
**Status**: NEEDS WORK - Ready for implementation with mandatory fixes to Issues 2A, 4A, and 5A. These three issues, if unaddressed, will cause noticeable player drop-off.
---
## Principle Evaluations
### 1. Agency vs. Randomness
**Rating**: 8/10
**Status**: PASS
**Strengths**:
- Skill tree builds (The Rusher, The Optimizer, The Resonance Dancer) create meaningfully different playstyles with clear strategic tradeoffs (skill-tree.json lines 261-311)
- Fork specialization vs. diversification choice (idea.md lines 92-95) forces real commitment—over-specializing creates brittleness that punishes late-game
- Dissonance management choice (currencies.json lines 108-110) offers three valid recovery paths with different opportunity costs
- Resonance meter creates player-controlled push-your-luck mechanic—not randomness, but calculated risk
**Issues Found**:
- **ISSUE-1A** Creature appearances (Whisper Moth at 7 minutes, Echo Spider and Void Whale later) have random timing ("180-300s cooldown" per prestige.json line 201), but player cannot plan around or influence these visits. This creates 20-30% variance in run times that's not skill-based.
- **ISSUE-1B** Great Cadence is fixed-timer (every 10 minutes), but Overtones during high Resonance have variable frequency ("every 30 seconds at 70%+" per prestige.json line 266). This small randomness doesn't meaningfully affect strategy—just adds noise without agency.
**Fix Recommendations**:
- **FIX-1A** Convert creature randomness to player-triggered system: Creatures appear when player reaches specific Harmonic balance thresholds (e.g., Whisper Moth appears when Deep Harmonics > 200 AND total Harmonics > 500). Remove random cooldown. Give player "bait" option: "Spend 50 Harmonics to attract creatures." This restores agency.
- **FIX-1B** Make Overtone frequency deterministic based on Resonance percentage: "Overtone cooldown = 60 - (resonancePercent * 0.5) seconds." At 70% Resonance: 25s cooldown. At 90% Resonance: 15s cooldown. Player can now plan Overtones instead of reacting to them.
---
### 2. Reveal Speed
**Rating**: 5/10
**Status**: NEEDS WORK
**Strengths**:
- First 60 seconds are excellent: 5 unlocks (Resonator, first Fork, Harmonics, Amplifier slot) create steady dopamine hits (progression.json lines 8-34)
- Phase 1 (0-5 minutes) has 12 unlocks averaging one every 25 seconds—near-ideal reveal pacing
- Great Cadence timer (visible from early game) creates anticipation for a known future event
**Issues Found**:
- **CRITICAL ISSUE-2A** Dead zone from 15-20 minutes: Only 2 unlocks (Echo shop at 15:00, Cadence Planner at 18:00). This 5-minute stretch has NO new systems, mechanics, or visual reveals. Player has all tools unlocked and is just grinding numbers—classic incremental game "boredom gap."
- **ISSUE-2B** Minute 20-25 stretch has 3 Master Chord progress reveals, but these are passive progress bars ("Deep: 347/500")—not mechanics. This feels like "watching paint dry" rather than discovering new systems.
- **ISSUE-2C** First prestige estimated at 28-30 minutes (progression.json line 244), but currencies.json benchmarks (line 571) show "30:00" with expectation of "500 of each Harmonic, 10+ Silence." This is optimistic—typical first run will take 35-40 minutes, exceeding attention span for initial session.
**Fix Recommendations**:
- **FIX-2A (CRITICAL)** Add "Harmonic Fusion" mini-system at 16 minutes: When player has 200+ of each Harmonic type, unlock "Fusion Slots" that accept 2 Harmonic types for hybrid bonuses (+40% production, but consumes both types). This adds a NEW mechanic in the dead zone.
- **FIX-2B** Convert Master Chord progress tracking from passive to active: At 20 minutes, unlock "Resonance Challenges"—3 skill tests (e.g., "Maintain 80%+ Resonance for 30 seconds"). Completing each challenge awards +1 Silence and reveals a Master Chord component. Player now DOES things, not waits.
- **FIX-2C** Reduce first prestige target: Lower Master Chord Harmonic requirement from 500 each to **350 each**. Keep Silence at 10 and Resonance at 95%. This brings first prestige to ~22-25 minutes for typical players—within the "magic 30-minute first session" window for retention.
---
### 3. Reward Visibility
**Rating**: 8/10
**Status**: PASS
**Strengths**:
- All currency displays always visible (ui-ux.json lines 92-130) with current amount AND production rate—player never wonders "what am I earning?"
- Upgrade costs visible BEFORE affordable (ui-ux.json line 151: "available" state shows tooltip with cost and effect)
- Master Chord blueprint appears at 20 minutes (progression.json line 152) showing exact requirements: "Deep: 0/500 | Warm: 0/500 | Bright: 0/500 | Silence: 0/10 | Resonance: 0/95%"
- Prestige preview (prestige.json lines 444-454) shows exact Silence earnings and affordable Echoes before commitment
**Issues Found**:
- **ISSUE-3A** Quiet Moment events (currencies.json line 254: "every 90-180 seconds") are random and not predictable. Player can't see "next Quiet Moment in 2:34" countdown. This makes Silence planning opaque—player hoards Harmonics hoping for event, but doesn't know when it's coming.
- **ISSUE-3B** Dissonance consequences aren't clearly previewed. When Resonance hits 90%, player sees "CRITICAL!" warning (progression.json line 98), but doesn't see "In 10 seconds, you'll lose 10% production per Dissonance stack." The penalty is abstract until it happens.
**Fix Recommendations**:
- **FIX-3A** Add visible Quiet Moment timer in header: "Next Quiet Moment: 1:24" (counts down from 90-180s after each event). Player can now plan Harmonic spending around incoming events.
- **FIX-3B** When Resonance enters 90%+ zone, show explicit countdown: "Dissonance in: 8s (-10% production per stack)." Make the consequence concrete and visible, not abstract. Player can now make informed risk calculations.
---
### 4. Near-Miss Frequency
**Rating**: 6/10
**Status**: NEEDS WORK
**Strengths**:
- Fork cost scaling creates natural near-miss cadence (currencies.json line 522: "can afford 1 new fork every 60-90 seconds in early game")
- Harmonic thresholds for Amplifier slots (5 Harmonics to fill, 100 to trade for Silence) create multiple simultaneous goals
- Master Chord progress tracking shows "347/500 Deep" - player is always "almost there" on at least one component
**Issues Found**:
- **CRITICAL ISSUE-4A** Minutes 15-20 (between Echo unlock and Cadence Planner) have a near-miss desert. After purchasing first Echo (3-5 Silence), next affordable Echo is 4-7 Silence away—but Quiet Moments only give 1 Silence every 90-180 seconds. Player waits 5-7 minutes with nothing "almost affordable." This kills the "just one more" motivation.
- **ISSUE-4B** Midgame (minutes 8-12) Fork costs scale sharply: Bass Fork 4 costs 51 Frequency, Fork 5 costs 76 Frequency. With production at ~15 Frequency/sec (from currencies.json line 523 benchmarks), this is 3-5 seconds per Fork—good near-miss pacing. But by Fork 8-9, costs are 256-385 Frequency, taking 20-30 seconds each. Near-miss frequency stretches too thin in late-midgame.
**Fix Recommendations**:
- **FIX-4A (CRITICAL)** Add "Silence Fragment" mechanic: When player earns Silence (from Quiet Moments, Perfect Resonance, etc.), it splits into 10 Fragments (1.0 Silence = 10 Fragments). Fragments can be spent on "Mini-Echoes" - smaller upgrades costing 2-5 Fragments (0.2-0.5 Silence equivalent). Examples: "Quick Fork: -5% Fork cost for 0.3 Silence" (3 Fragments). This creates affordable goals every 60-90 seconds instead of every 5-7 minutes.
- **FIX-4B** Adjust Fork cost scaling for later Forks: Change from exponential (1.5-1.7x per Fork) to linear-plus-exponential hybrid: "cost = baseCost + (forkCount * baseCost * 0.5) for Forks 1-5, then exponential (1.3x) for Forks 6+." This keeps midgame Fork purchases in 10-15 second range, maintaining near-miss tension.
---
### 5. Variable Rewards
**Rating**: 4/10
**Status**: NEEDS WORK
**Strengths**:
- Overtone events (prestige.json line 266) provide variable Frequency rewards based on Resonance level
- Creature trades (currencies.json line 272) have ongoing resource costs ("5 Harmonics/second") creating dynamic decision-making
- Perfect Resonance achievement (progression.json line 363) awards +2 Silence - a skill-based reward with uncertainty
**Issues Found**:
- **CRITICAL ISSUE-5A** The core loop is almost entirely deterministic: Click → 1 Frequency. Fork converts 10 Frequency → 1 Harmonic every second. Amplifier slot → +25% production. There's NO randomness in the base production loop. While determinism is good for strategy, incremental games need "surprise moments" to maintain engagement. Echo Chamber lacks these.
- **ISSUE-5B** Milestone rewards are uniform: All achievements give small resource bonuses or "achievement unlocked" toasts. No "random loot box" moments, no surprise unlocks, no "you found a rare Harmonic type!" discovery events.
- **ISSUE-5C** Prestige bonus formula (prestige.json lines 8-14) is completely deterministic: 1 base + binary bonuses (speed, resonance, harmony, survival). Player knows EXACTLY what they'll earn before prestiging. No "maybe I'll get lucky" anticipation.
**Fix Recommendations**:
- **FIX-5A (CRITICAL)** Add "Resonance Echoes" - random bonus events that trigger during active play (every 60-90 seconds of clicking/production). Examples:
- "Harmonic Surge: +50% Harmonic production for 15 seconds" (20% chance)
- "Frequency Spike: Click power x5 for 10 seconds" (15% chance)
- "Silence Whisper: +0.5 Silence instantly" (5% chance - rare and exciting)
These create "what will happen next?" anticipation without breaking strategy.
- **FIX-5B** Add "Rare Harmonic" discoveries: When player accumulates 1000+ total Harmonics, there's a 5% chance per tick to discover a "Prismatic Harmonic" - a rare 4th Harmonic type that provides special bonuses (+100% production for 60 seconds, then burns out). This creates a "wow, I got lucky!" moment.
- **FIX-5C** Add randomness to prestige bonus: Replace binary bonuses with range bonuses:
- Speed Bonus: "1-3 Silence if under 25 minutes (randomly determined)"
- Resonance Bonus: "1-2 Silence if 95%+ Resonance (higher Resonance = better odds)"
Player now anticipates "I might get 7 Silence... or I might get 9!" creating emotional variance.
---
### 6. Loss Aversion Balance
**Rating**: 7/10
**Status**: PASS
**Strengths**:
- Prestige reset clearly specified (prestige.json lines 93-160): "RESETS: All Tuning Forks, Amplifier slots, Frequency, Harmonics. KEEPS: All Silence, Echoes, Achievements."
- First prestige bonus (prestige.json line 14: "+2 Silence if first prestige") provides substantial reward to overcome loss fear
- Run 2 acceleration (prestige.json lines 397-431) shows 2.5-3x speedup with Efficient Forks and Cadence Knowledge—tangible evidence that loss was worth it
- Confirmation dialog (prestige.json line 70) shows exact breakdown of what's lost/gained before commitment
**Issues Found**:
- **ISSUE-6A** First prestige reward calculation (prestige.json line 19: "Minimum viable prestige earns 3 Silence") is BARELY enough for one Echo (Efficient Forks at 3 Silence). If player makes suboptimal choices or has bad RNG (creature timing, Quiet Moment frequency), they might only earn 2-3 Silence, which feels like "I lost everything for one tiny upgrade." This creates regret.
- **ISSUE-6B** No "consolation prizes" for non-prestige progression. If player decides NOT to prestige after 30 minutes (maybe they're at 8 Silence and don't want to lose progress), there's no alternative advancement path. Prestige feels like the ONLY option, making the loss feel coerced rather than chosen.
**Fix Recommendations**:
- **FIX-6A** Increase first prestige bonus from +2 Silence to **+3 Silence** (so minimum viable prestige earns 4 Silence total: 1 base + 0 speed/resonance/harmony/survival + 3 first bonus). This allows Efficient Forks (3 Silence) + leftover for Cadence Knowledge (2 Silence) after one more run. Player feels "I can afford TWO things!" not "I can barely afford one."
- **FIX-6B** Add "Milestone Persistence" - even without prestiging, player earns permanent "Echo Shards" for achieving milestones (e.g., "Accumulate 1000 total Harmonics = 1 Echo Shard"). At 10 Shards, player can exchange for 1 Silence WITHOUT prestiging. This gives non-prestige progress path, reducing forced-loss feeling.
---
### 7. Competence Building
**Rating**: 9/10
**Status**: PASS
**Strengths**:
- Three distinct skill tree builds (The Rusher, The Optimizer, The Resonance Dancer) reward different playstyles and player knowledge (skill-tree.json lines 261-311)
- Run 2 is 2-3x faster due to ECHO upgrades, but PLAYER LEARNING also contributes: knowing when to push Resonance, how to balance Harmonics, optimal Cadence timing (prestige.json acknowledges this: line 476 "Even without Echoes, player has improved SKILL")
- Great Cadence mastery (progression.json line 342) requires maintaining 85%+ Resonance for 10 seconds—a genuine skill test that improves with practice
- Dissonance recovery choice (currencies.json line 108) rewards good judgment: "Can I afford Silence? Am I close to milestone? Is production hit tolerable?" Naive players waste Silence; skilled players calculate opportunity cost
**Issues Found**:
- **ISSUE-7A** Skill tree respec mechanic (skill-tree.json line 426: "50% refund") is too punitive. If player makes a "wrong" choice (invests in click nodes but realizes they prefer passive), they lose half their progress. This punishes experimentation and discourages learning-by-doing.
- **ISSUE-7B** No "aha moment" mechanics that reveal non-obvious optimizations. The game is well-balanced but lacks "hidden tech" that skilled players discover and share (e.g., "if you have exactly 7 Bass Forks and trigger Perfect Resonance at 97%, you get bonus Harmonic overflow"). Competence is about following optimal paths, not discovering clever tricks.
**Fix Recommendations**:
- **FIX-7A** Change skill tree respec from 50% refund to **75% refund** (first two respecs) or **full refund within first 5 minutes** of purchase. Let players experiment without heavy penalty. Learning requires trial-and-error—don't punish it.
- **FIX-7B** Add "Resonance Harmonics" - hidden interactions that skilled players can discover:
- "If you have 5+ of each Fork type and maintain exactly 77% Resonance for 30 seconds, unlock 'Lucky Seven' bonus: +1 Silence (once per run)"
- "If you trigger Great Cadence with exactly 100% Resonance, all Harmonic generation is x3 for the Cadence duration (risk/reward mastery)"
These create "did you know?" moments that reward deep understanding and give skilled players tools to share with community.
---
## Cross-Cutting Issues
### Silence Scarcity Creates Midgame Motivation Gap
- **Affects principles**: 2 (Reveal Speed), 4 (Near-Miss Frequency), 5 (Variable Rewards)
- **Problem**: Silence is the primary long-term currency (for Echoes and prestige), but generation is capped at ~1 per 90-180 seconds (currencies.json line 254). This creates multi-minute gaps where player has no short-term goals. Combined with the 15-20 minute reveal dead zone (Issue 2A), this creates a "why am I still playing?" moment around minute 17-18.
- **Impact**: Player disengagement during the most critical retention window (15-20 minutes is when many incremental games lose players)
- **Recommendation**: Implement Fix-4A (Silence Fragments with Mini-Echoes) AND Fix-2A (Harmonic Fusion system). Combined, these add new mechanics AND more frequent purchase goals in the dead zone.
### Optimally, All Builds Converge on Similar Strategies
- **Affects principles**: 1 (Agency vs. Randomness), 7 (Competence Building)
- **Problem**: While skill tree offers three build archetypes (Rusher, Optimizer, Resonance Dancer), the most efficient path to Master Chord requires balanced Harmonic production (progression.json line 276: "500 of EACH Harmonic type"). This punishes specialization and forces all players toward similar "balanced" strategies. A Rusher who over-invests in Bass Forks will hit a wall at 500 Deep Harmonics and need 200+ more Warm/Bright—nullifying their early advantage.
- **Impact**: Build diversity is illusory—all paths converge to the same balanced midgame. Reduces replay value and strategic experimentation.
- **Recommendation**: Add "Specialization Masteries" to skill tree:
- "If you have 10+ Bass Forks and 0 Mid/Treble, Deep Harmonic requirement for Master Chord is reduced from 500 to 300 (but Warm/Bright increase to 700 each)"
- This lets players "double down" on specialization without hard-blocking progress. Creates genuinely different paths to the same goal.
### Prestige First-Run Length Exceeds Attention Span
- **Affects principles**: 2 (Reveal Speed), 6 (Loss Aversion Balance)
- **Problem**: First prestige target of 28-30 minutes (progression.json line 244) is at the edge of typical player attention for initial incremental game session. If the run stretches to 35-40 minutes (likely for suboptimal play), many players will quit before ever experiencing prestige—the game's most satisfying moment.
- **Impact**: Poor first-session retention. Players who don't prestige don't see the "real game" (Echoes, acceleration, build experimentation).
- **Recommendation**: Implement Fix-2C (reduce Master Chord requirement from 500 to 350 Harmonics each). Target first prestige at 22-25 minutes for 80th percentile player. Consider adding "Practice Chord" at 15 minutes: "Complete a mini-chord (200 of each Harmonic) for a 'prestige preview'—earn 2 Silence without resetting, see what Echoes feel like."
---
## Missing Document Check
| Document | Status | Notes |
|----------|--------|-------|
| idea.md | Present | Complete theme, mechanics, and progression hooks. Excellent detail. |
| gdd/currencies.md | Present | Complete currency system with all earning/spending methods, inflation control, and balance targets. Excellent mathematical rigor. |
| gdd/progression.md | Present | Comprehensive unlock sequence with timestamps, gates, milestones, and tutorial flow. Outstanding detail. |
| gdd/prestige.md | Present | Full prestige specification including reset/keep lists, upgrade tree, run pacing, and UI. Excellent depth. |
| gdd/skill-tree.md | Present | Complete skill tree with 21 nodes, build archetypes, synergies, and respec mechanics. Strong design. |
| gdd/ui-ux.md | Present | Detailed UI specifications, color palette, component designs, and accessibility considerations. Implementation-ready. |
All required documents present and complete. No missing documentation gaps.
---
## Priority Fix List
| Priority | Issue ID | Fix | Effort | Impact |
|----------|----------|-----|---------|--------|
| 1 | ISSUE-2A | Add "Harmonic Fusion" mini-system at 16 minutes (new mechanic: 2-type Harmonic slots with +40% bonus) | Medium | High |
| 2 | ISSUE-4A | Add "Silence Fragments" (1.0 Silence = 10 Fragments, spend on Mini-Echoes for 0.2-0.5 Silence) | Medium | High |
| 3 | ISSUE-2C | Reduce Master Chord Harmonic requirement from 500 to 350 each (target first prestige at 22-25 min) | Low | High |
| 4 | ISSUE-5A | Add "Resonance Echoes" (random bonus events every 60-90s: Harmonic Surge, Frequency Spike, Silence Whisper) | Medium | High |
| 5 | ISSUE-6A | Increase first prestige bonus from +2 to +3 Silence (minimum 4 Silence total) | Low | Medium |
| 6 | ISSUE-3A | Add visible Quiet Moment timer ("Next Quiet Moment: 1:24") | Low | Medium |
| 7 | ISSUE-4B | Adjust Fork cost scaling to linear-plus-exponential (keep midgame purchases at 10-15s) | Low | Medium |
| 8 | ISSUE-1A | Convert creature randomness to player-triggered (appear at Harmonic thresholds, add "bait" option) | Medium | Low |
| 9 | ISSUE-7A | Change skill tree respec from 50% to 75% refund (first two respecs) | Low | Low |
| 10 | ISSUE-2B | Add "Resonance Challenges" at 20 minutes (3 skill tests awarding Silence + Master Chord components) | Medium | Low |
**Implementation Priority Summary**: Fixes 1-5 are CRITICAL for retention and should be implemented before public release. Fixes 6-8 are recommended for polish. Fixes 9-10 are optional quality-of-life improvements.
---
## Implementation Notes for Phase 3
1. **Tune First Prestige Length Aggressively**: The 28-30 minute target is too long. Test with real players—if 80th percentile takes >25 minutes, reduce Master Chord Harmonic requirement further (to 300 each). The goal: first prestige should feel achievable but challenging.
2. **Silence Fragments Need Visual Clarity**: If implemented, ensure UI clearly shows "10 Fragments = 1.0 Silence" and displays Fragment count alongside Silence count. Avoid confusion—don't make players think Fragments are a separate currency.
3. **Great Cadence Timing Is Critical**: The 10-minute Cadence cycle (progression.json line 115) is the game's heartbeat. Ensure the timer is VISIBLE and prominent. Consider adding audio cues (music swells) as Cadence approaches—it's a major motivational hook.
4. **Resonance Meter Feedback Must Be Instant**: When player clicks, the Resonance meter should rise IMMEDIATELY (within 100ms). Any lag destroys the push-your-luck tension. Consider updating Resonance at 60fps, not 10 ticks/second.
5. **Creature System Risk**: Creatures (Whisper Moth, etc.) appear at minute 7-8 (progression.json line 110). This is still early-game—ensure creature UI is SIMPLE and doesn't overwhelm. Start with just one creature (Whisper Moth) and introduce others gradually. Don't dump all 3 creatures at once.
6. **Skill Tree Complexity Gate**: Skill tree unlocks at 30 seconds (skill-tree.json line 22) but only shows Branch 1 initially. This is CORRECT—don't show all 3 branches at once or players will be overwhelmed. Use progressive branch unlocking (Branch 2 at 4 min, Branch 3 at 8 min) as specified.
7. **Audio Performance Is Critical**: The game relies on generative audio (idea.md line 201: "Web Audio API with oscillators"). Test on low-end devices—if audio causes lag, add quality toggle or simplify synthesis. Audio lag kills satisfaction.
8. **Balance Near-Miss Frequency Early**: The first 5 minutes are the retention window. Ensure player always has something "almost affordable" (15-60 seconds away). If playtesting shows dead gaps, add temporary "Tutorial Milestones" with small rewards (e.g., "Click 50 times: +5 Frequency") to bridge gaps.
9. **Prestige Moment Must Feel Triumphant**: The whiteout screen fade (prestige.json line 56) + orchestral swell (line 56) + inhalation sound (line 60) are critical. Don't cut corners on this moment—it's the emotional payoff for 30 minutes of play. Test audio/visual sync.
10. **Dissonance Recovery Clarification**: The three recovery options (Spend Silence, Reset Cadence, Power Through) per currencies.json line 108 must be CLEARLY communicated in UI. Use a modal: "Dissonance! Choose: [Clear for 1 Silence] [Wait 30s (Reset Cadence)] [Power through (-10% production)]". Don't make players guess.
11. **Save/Load Early and Often**: Autosave every 30 seconds (ui-ux.json line 346). First session should save at least 10 times before prestige. Players WILL close the browser accidentally—if they lose 25 minutes of progress, they won't return.
12. **Mobile Consideration**: The concentric Amplifier rings layout (ui-ux.json line 87) is beautiful but may not work on portrait mobile. Implement the fallback: "Stack Amplifier grid below Resonator" (ui-ux.json line 472) for screens <768px width. Test on phone.
---
## Conclusion
Echo Chamber is a thoughtfully designed incremental game with a unique push-your-luck mechanic (Resonance/Dissonance) and strong thematic integration. The design documents are comprehensive and implementation-ready. However, **the midgame reveal dead zone (minutes 15-20) and insufficient Silence near-miss frequency are critical retention risks** that MUST be addressed before launch.
With the 3-5 priority fixes implemented (especially Silence Fragments, Harmonic Fusion, and reduced first prestige target), this design has strong potential for player engagement. The skill tree build diversity and creature agency issues are secondary—polish for post-launch updates.
**Recommendation**: Implement fixes 1-5 from Priority Fix List during initial development. Release to beta testing with telemetry tracking on "time to first prestige" and "drop-off points." Adjust based on data—specifically, if players quit in minutes 15-20, the dead zone fix wasn't sufficient. Consider adding more "Resonance Echoes" (random bonus events) if engagement still flags.
The game is worth building. The foundation is solid. Fix the midgame motivation gap, and Echo Chamber will resonate with players.
Skill Tree
{
"systemName": "Echo Chamber Skill Tree",
"overview": "The Harmonic Resonance Tree is Echo Chamber's per-run skill system, framed thematically as 'tuning your understanding of sound.' Unlike Echoes (which persist through prestige and represent long-term growth), skills in the Resonance Tree reset every prestige and represent strategic choices for THIS cadence. Thematically, each prestige is a 'new song'—you've learned from previous songs (Echoes), but this song requires fresh arrangement. The skill tree lets players specialize their run: will they build a 'click rush' build for fast Frequency generation? A 'passive harmony' build that maximizes Fork efficiency? Or a 'resonance gambler' build that rides the edge of Dissonance for maximum rewards?\n\nThe tree uses Harmonics (specifically, 'Resonance Points' earned by accumulating Harmonics) as its currency. This creates a push-pull: spend Harmonics on skills for immediate power, or save them for Amplifier slots and Master Chord? Players earn skill points gradually throughout the run (not a lump sum at prestige), encouraging early investment decisions that shape the entire run.\n\nThe player WANTS to engage with the skill tree because (1) early skills dramatically accelerate early game (first skill available at 30 seconds, makes clicking 30% more effective), (2) skills synergize with the player's chosen playstyle (click-heavy builds get click bonuses, passive builds get Fork bonuses), and (3) the tree is the primary way to customize each run—every prestige feels different based on which skills you choose. The tree unlocks progressively (new branches appear as you progress), so players aren't overwhelmed at start but see the full depth by mid-game.",
"resetBehavior": {
"resetsOnPrestige": true,
"currencyUsed": "Resonance Points (earned from Harmonics)",
"pointsPerRun": "~12-15 points typical (early nodes cheap, later nodes expensive)",
"totalNodes": 18,
"nodesAffordablePerRun": "~10-12 nodes (55-65% of tree, forcing real choices)",
"pointsCannotBeBanked": false,
"bankingAllowed": "Unused Resonance Points persist through the run but reset on prestige. Use them or lose them.",
"respecMechanic": "Can refund all skills for 50% cost (pay half the points back) at any time via 'Clear Resonance' button. First refund is free. Subsequent refunds cost 1 Silence (prestige currency) to prevent abuse."
},
"currencySystem": {
"name": "Resonance Points",
"abbreviation": "RP",
"earnedBy": "Automatically awarded as Harmonics accumulate",
"earningFormula": "Every 100 total Harmonics (Deep + Warm + Bright combined) earned = 1 Resonance Point",
"earningRateExample": "At 2 minutes with 50 Deep Harmonics: 0 RP (threshold not reached). At 3 minutes with 150 total Harmonics: 1 RP awarded. At 5 minutes with 500 total Harmonics: 5 RP awarded. At 15 minutes with 2000 total Harmonics: 20 RP awarded (but you only have ~12-15 affordable nodes, so points accumulate faster than you can spend them—this is intentional, lets player choose which nodes to buy).",
"display": "Shown as 'RP: 3/12' (current points / total earned this run) in skill tree panel",
"unlockedAt": "0 seconds (points start accumulating from first Harmonic earned at ~45 seconds)",
"skillTreeUnlocksAt": "30 seconds (when player accumulates their first 10 Harmonics, a 'Resonance' button pulses, tooltip: 'Your harmonics are teaching you. Click to unlock the Resonance Tree.')",
"maximumPointsPerRun": "No hard cap, but realistically ~25-30 points in a 30-minute run. Since most nodes cost 1-3 points and there are only 18 nodes total, players will afford everything they want by endgame. The bottleneck is early/mid game when points are scarce."
},
"treeStructure": {
"layout": "Three-branch tree with cross-branch synergy nodes. Branches unlock progressively: Branch 1 (Frequency Focus) unlocks at 30 seconds. Branch 2 (Resonance Mastery) unlocks at 4 minutes (when Resonance becomes interactive). Branch 3 (Harmonic Efficiency) unlocks at 8 minutes (when all three Fork types are active). Cross-branch nodes unlock at 12 minutes (when all branches are visible).",
"branch1": {
"name": "Frequency Focus Branch",
"theme": "Raw production power—click harder, produce more, rush milestones",
"philosophy": "This branch supports 'rush' playstyles. Players who want to blaze through early game, afford Forks faster, and hit milestones quickly invest here. Thematically, you're focusing on the VOLUME of sound—louder, faster, more. This branch synergizes with click-heavy builds and aggressive expansion strategies.",
"nodes": [
{
"id": "F1",
"name": "Resonant Touch",
"tier": 1,
"cost": 1,
"effect": "Manual Resonator clicks generate +30% Frequency",
"formula": "clickPower = baseClick * 1.3. Base: 1 Frequency/click. With skill: 1.3 Frequency/click (floored to 1, but accumulates fractionally).",
"prerequisites": "None (Branch 1 root node)",
"unlocksAt": "30 seconds (10 Harmonics earned = 1 RP, can immediately afford this node)"
},
{
"id": "F2",
"name": "Ripple Effect",
"tier": 1,
"cost": 2,
"effect": "Each Resonator click raises Resonance by +3% instead of +2%",
"formula": "resonancePerClick = 3% instead of 2%. Decay remains 1%/second. Net effect: clicks are 50% more effective for raising Resonance.",
"prerequisites": "None (Branch 1 root node, alternative to F1)",
"unlocksAt": "30 seconds"
},
{
"id": "F3",
"name": "Frequency Cascade",
"tier": 2,
"cost": 2,
"effect": "Every 10 manual clicks, trigger an Overtone event (gain 5 Frequency)",
"formula": "clickCounter % 10 === 0 ? triggerOvertone(5 Frequency) : null. Overtones from this skill don't trigger regular Overtone cooldowns.",
"prerequisites": "Resonant Touch (F1)",
"unlocksAt": "90 seconds (typically earned 2nd RP by now)"
},
{
"id": "F4",
"name": "Amplified Clicks",
"tier": 2,
"cost": 3,
"effect": "Click power multiplied by number of filled Amplifier slots (minimum x1)",
"formula": "clickPower = baseClick * (1 + filledAmplifierSlots * 0.2). With 5 filled slots: 1 * (1 + 1.0) = 2 Frequency/click. Scales with Amplifier progress—rewards filling slots.",
"prerequisites": "Ripple Effect (F2)",
"unlocksAt": "2 minutes"
},
{
"id": "F5",
"name": "Overload",
"tier": 3,
"cost": 4,
"effect": "When Resonance is above 90%, click power is tripled. If Dissonance triggers, lose this bonus for 30 seconds.",
"formula": "if (resonance >= 90%) clickPower = baseClick * 3. Else if (dissonanceActive) clickPower = baseClick * 0.5 (penalty). Else normal. High-risk, high-reward.",
"prerequisites": "Frequency Cascade (F3) OR Amplified Clicks (F4)",
"unlocksAt": "5 minutes"
},
{
"id": "F6",
"name": "Perfect Cadence",
"tier": 3,
"cost": 5,
"effect": "Clicking during a Great Cadence generates 10x Frequency. If you maintain 85%+ Resonance throughout the entire Cadence, gain +1 RP.",
"formula": "if (greatCadenceActive) clickPower = baseClick * 10. if (cadenceEnd && resonanceNeverBelow85%) awardRP(1). Rewards skillful play.",
"prerequisites": "Overload (F5)",
"unlocksAt": "10 minutes (first Great Cadence)",
"capstone": true
}
]
},
"branch2": {
"name": "Resonance Mastery Branch",
"theme": "Control and risk management—expand the safe zone, reduce Dissonance impact, ride the edge",
"philosophy": "This branch supports 'controlled risk' playstyles. Players who want to push Resonance high without Dissonance penalties, or who want to expand their safe zone for comfortable play, invest here. Thematically, you're mastering the ART of sound—precision, control, harmony. This branch synergizes with passive builds and optimization-focused strategies.",
"nodes": [
{
"id": "R1",
"name": "Steady Hand",
"tier": 1,
"cost": 1,
"effect": "Resonance decays 20% slower (1% per second → 0.8% per second)",
"formula": "resonanceDecayRate = 0.8% per second. Easier to maintain high Resonance with less clicking.",
"prerequisites": "None (Branch 2 root node)",
"unlocksAt": "4 minutes (Resonance Interactive unlock)"
},
{
"id": "R2",
"name": "Safe Zone Expansion",
"tier": 1,
"cost": 2,
"effect": "Safe Resonance zone expanded by +5% (30-70% becomes 30-75%)",
"formula": "safeZoneMax = 75% instead of 70%. Dissonance only triggers above 75%. Stacks additively with Resonance Memory Echo.",
"prerequisites": "None (Branch 2 root node, alternative to R1)",
"unlocksAt": "4 minutes"
},
{
"id": "R3",
"name": "Dissonance Shield",
"tier": 2,
"cost": 2,
"effect": "First Dissonance stack each run is delayed by 10 seconds (grace period)",
"formula": "firstDissonanceStackTime = 10 seconds after entering red zone (instead of immediate). Gives player time to react before penalty.",
"prerequisites": "Steady Hand (R1)",
"unlocksAt": "6 minutes"
},
{
"id": "R4",
"name": "Harmonic Balance",
"tier": 2,
"cost": 3,
"effect": "When all three Harmonic types are within 20% of each other, Resonance gains +10% bonus",
"formula": "if (abs(deep - warm) / total < 0.2 && abs(warm - bright) / total < 0.2) resonanceGainBonus = 1.1. Rewards balanced production.",
"prerequisites": "Safe Zone Expansion (R2)",
"unlocksAt": "8 minutes"
},
{
"id": "R5",
"name": "Resonance Memory",
"tier": 3,
"cost": 4,
"effect": "If Resonance drops below 20%, it instantly recovers to 30% once per minute (emergency save)",
"formula": "resonanceRecoveryTrigger = if (resonance < 20% && cooldownReady) resonance = 30%, triggerCooldown(60s). Safety net for careless play.",
"prerequisites": "Dissonance Shield (R3) OR Harmonic Balance (R4)",
"unlocksAt": "12 minutes"
},
{
"id": "R6",
"name": "Perfect Harmony",
"tier": 3,
"cost": 5,
"effect": "When Resonance is exactly 100%, gain 2x Frequency production and Dissonance cannot trigger for 5 seconds. Afterwards, Resonance drops to 50%.",
"formula": "if (resonance === 100%) productionBonus = 2.0, dissonanceImmune = true for 5s, then resonance = 50%. Reward for perfect timing—brief moment of godhood.",
"prerequisites": "Resonance Memory (R5)",
"unlocksAt": "18 minutes",
"capstone": true
}
]
},
"branch3": {
"name": "Harmonic Efficiency Branch",
"theme": "Passive optimization—better Forks, more Harmonics, Amplifier synergy",
"philosophy": "This branch supports 'passive farming' playstyles. Players who want to maximize automatic production, optimize Fork efficiency, and build Amplifier grids invest here. Thematically, you're mastering the STRUCTURE of sound—complexity, layering, amplification. This branch synergizes with Fork-heavy builds and Amplifier optimization strategies.",
"nodes": [
{
"id": "H1",
"name": "Efficient Conversion",
"tier": 1,
"cost": 1,
"effect": "All Tuning Forks convert Frequency to Harmonics 15% faster",
"formula": "conversionRate = baseRate * 1.15. Bass Fork: 1 Deep/sec becomes 1.15 Deep/sec. Multiplicative with Harmonic Efficiency Echo.",
"prerequisites": "None (Branch 3 root node)",
"unlocksAt": "8 minutes (all three Fork types active)"
},
{
"id": "H2",
"name": "Fork Synergy",
"tier": 1,
"cost": 2,
"effect": "Each Tuning Fork type you own increases conversion rate of all Forks by 5%",
"formula": "conversionBonus = 1 + (forkTypesOwned * 0.05). If you have Bass + Mid + Treble: +15% conversion for all Forks. Rewards diversification.",
"prerequisites": "None (Branch 3 root node, alternative to H1)",
"unlocksAt": "8 minutes"
},
{
"id": "H3",
"name": "Amplifier Feedback",
"tier": 2,
"cost": 2,
"effect": "Filled Amplifier slots generate +0.2 Harmonics of their type per second",
"formula": "harmonicPassiveGen = 0.2 * filledSlotsPerType. Deep slots generate 0.2 Deep/sec, etc. Free Harmonics for filling slots.",
"prerequisites": "Efficient Conversion (H1)",
"unlocksAt": "10 minutes"
},
{
"id": "H4",
"name": "Polyharmonic Mastery",
"tier": 2,
"cost": 3,
"effect": "Polyharmonic slots (accept any Harmonic) provide +50% bonus instead of +30% when matched",
"formula": "polyharmonicMatchBonus = 0.5 instead of 0.3. Unmatched bonus remains +20%. Makes Polyharmonic slots more valuable.",
"prerequisites": "Fork Synergy (H2)",
"unlocksAt": "12 minutes"
},
{
"id": "H5",
"name": "Harmonic Resonance",
"tier": 3,
"cost": 4,
"effect": "When you accumulate 100 of any Harmonic type, gain +1 RP (one-time bonus per type per run)",
"formula": "awardRP(1) when deepHarmonics >= 100 OR warmHarmonics >= 100 OR brightHarmonics >= 100. Can earn up to 3 RP total from this skill. Accelerates early skill tree.",
"prerequisites": "Amplifier Feedback (H3) OR Polyharmonic Mastery (H4)",
"unlocksAt": "15 minutes"
},
{
"id": "H6",
"name": "Master Amplifier",
"tier": 3,
"cost": 5,
"effect": "All Amplifier slot bonuses increased by 50% (matched slots give +37.5%, unmatched give +22.5%, polyharmonic gives +45%)",
"formula": "amplifierBonus = baseBonus * 1.5. Base matched: 25% → 37.5%. Base unmatched: 15% → 22.5%. Polyharmonic matched: 30% → 45%. Massive late-game scaling.",
"prerequisites": "Harmonic Resonance (H5)",
"unlocksAt": "20 minutes",
"capstone": true
}
]
},
"crossBranchNodes": [
{
"id": "X1",
"name": "Tri-Tone Resonance",
"cost": 3,
"requirements": "2 nodes in Frequency Focus AND 2 nodes in Resonance Mastery",
"effect": "When all three Fork types are active and Resonance is above 80%, gain +50% Frequency production",
"formula": "if (hasAllForkTypes && resonance >= 80%) productionBonus = 1.5. Rewards late-game mastery of multiple systems.",
"unlocksAt": "12 minutes"
},
{
"id": "X2",
"name": "Cadence Amplifier",
"cost": 4,
"requirements": "2 nodes in Resonance Mastery AND 2 nodes in Harmonic Efficiency",
"effect": "During Great Cadences, Amplifier slots provide double bonus and all Harmonic conversion is 2x faster",
"formula": "if (greatCadenceActive) amplifierBonus = baseBonus * 2, harmonicConversion = baseRate * 2. Makes Cadences extremely rewarding.",
"unlocksAt": "12 minutes"
},
{
"id": "X3",
"name": "Dissonant Harmony",
"cost": 5,
"requirements": "3 nodes in Frequency Focus AND 3 nodes in Harmonic Efficiency AND 3 nodes in Resonance Mastery",
"effect": "Dissonance stacks increase production instead of decreasing it (up to 3 stacks). Each stack gives +20% production but Resonance decays 2x faster.",
"formula": "dissonanceStackProduction = 1 + (stacks * 0.2), max stacks = 3. After 3 stacks, normal Dissonance penalties resume. Resonance decay doubles with any Dissonance stacks. Turns Dissonance from punishment to risk/reward mechanic.",
"unlocksAt": "18 minutes"
}
]
},
"buildArchetypes": [
{
"name": "The Rusher",
"focusBranches": "Frequency Focus (primary), Resonance Mastery (secondary for Overload)",
"keyNodes": [
"F1 Resonant Touch (early click power)",
"F3 Frequency Cascade (overtone spam)",
"F5 Overload (risk/reward clicks)",
"F6 Perfect Cadence (capstone for Cadence mastery)",
"R2 Safe Zone Expansion (to support Overload's risky play)"
],
"playstyle": "Aggressive clicking, rides high Resonance, pushes Dissonance boundaries. Prioritizes early Fork purchases via fast Frequency generation. Uses Overload to triple click power in red zone, recovers with Safe Zone Expansion.",
"strengths": "Blazing early game (first Fork in ~25 seconds), fast milestone hits, excels at speedruns. Great Cadence mastery with Perfect Cadence.",
"weaknesses": "Falls off late game (clicks become less relevant than passive), vulnerable to Dissonance (if Overload backfires), struggles with Silence generation (less Harmonic focus).",
"recommendedNodeOrder": "1) Resonant Touch (F1) - immediate click power, 2) Frequency Cascade (F3) - overtone spam, 3) Safe Zone Expansion (R2) - safety net for Overload, 4) Overload (F5) - unlock risk/reward, 5) Tri-Tone Resonance (X1) - late-game production spike, 6) Perfect Cadence (F6) - capstone.",
"totalPointsNeeded": "~14 points (requires strong Harmonic accumulation to afford all nodes)"
},
{
"name": "The Optimizer",
"focusBranches": "Harmonic Efficiency (primary), Frequency Focus (secondary for early rush)",
"keyNodes": [
"H1 Efficient Conversion (faster Harmonic gen)",
"H3 Amplifier Feedback (passive Harmonics)",
"H5 Harmonic Resonance (RP accelerator)",
"H6 Master Amplifier (capstone for huge bonuses)",
"F4 Amplified Clicks (synergizes with Amplifiers)",
"X2 Cadence Amplifier (Cadence exploitation)"
],
"playstyle": "Passive production focus, fills Amplifier slots systematically, rides Great Cadences for massive gains. Builds balanced Fork types for Fork Synergy. Optimizes for long-term scaling rather than early speed.",
"strengths": "Insane late-game scaling (Master Amplifier + filled slots = 3-4x production), excellent Harmonic generation, easy Master Chord completion (all Harmonic types abundant). Cadence Amplifier makes Great Cadences trivially rewarding.",
"weaknesses": "Slow early game (waiting for Forks to ramp), vulnerable early (low click power means rough start if you don't click manually), struggles with Resonance management (no safety net).",
"recommendedNodeOrder": "1) Efficient Conversion (H1) - early Harmonic boost, 2) Amplifier Feedback (H3) - slot bonuses, 3) Amplified Clicks (F4) - transitional click power, 4) Harmonic Resonance (H5) - accelerate RP gain, 5) Master Amplifier (H6) - capstone scaling, 6) Cadence Amplifier (X2) - Cadence mastery.",
"totalPointsNeeded": "~16 points (expensive late-game nodes)"
},
{
"name": "The Resonance Dancer",
"focusBranches": "Resonance Mastery (primary), cross-branch nodes (synergies)",
"keyNodes": [
"R1 Steady Hand (slow Resonance decay)",
"R2 Safe Zone Expansion (comfortable play)",
"R4 Harmonic Balance (balanced Harmonics bonus)",
"R6 Perfect Harmony (capstone god mode)",
"X1 Tri-Tone Resonance (multi-branch synergy)",
"X3 Dissonant Harmony (optional: turn Dissonance into bonus)"
],
"playstyle": "Balanced, controlled, strategic. Maintains Resonance in optimal zone (70-85%), rides edge without falling. Produces all Harmonic types equally for Harmonic Balance. Uses Perfect Harmony capstone for moments of invincibility. Optional Dissonant Harmony turns late-game Dissonance into power spike.",
"strengths": "Consistent production (no Dissonance setbacks), easy Perfect Resonance achievements, comfortable play (wide safe zone), excellent Silence generation (steady Harmonic production). Tri-Tone Resonance gives reliable late-game boost.",
"weaknesses": "No explosive power spikes (slow but steady), lower ceiling than rush builds (can't triple click power), requires micro-management (maintaining Harmonic balance is fiddly).",
"recommendedNodeOrder": "1) Steady Hand (R1) - easier Resonance maintenance, 2) Safe Zone Expansion (R2) - comfort zone, 3) Harmonic Balance (R4) - production bonus, 4) Tri-Tone Resonance (X1) - late-game synergy, 5) Perfect Harmony (R6) - capstone, 6) Dissonant Harmony (X3) - optional late-game risk/reward.",
"totalPointsNeeded": "~12 points (cheapest build, but relies on skillful play)"
}
],
"synergies": [
{
"name": "The Amplifier Snowball",
"nodesRequired": "F4 Amplified Clicks + H3 Amplifier Feedback + H6 Master Amplifier",
"combinedEffect": "Clicks scale with filled slots (F4), slots generate passive Harmonics (H3), and slots give 50% more bonus (H6). This creates a snowball: more slots → more Harmonics → fill slots faster → more click power → more Frequency → more slots. In practice, this combo can generate 5-10x baseline production by late game.",
"whyItsStrong": "Each node amplifies the others. Amplified Clicks turns slot progress into click power. Amplifier Feedback turns slots into Harmonic generators. Master Amplifier makes slots massively more valuable. Together, they turn the Amplifier Grid into an engine that feeds itself."
},
{
"name": "The Cadence Master",
"nodesRequired": "F6 Perfect Cadence + X2 Cadence Amplifier + R1 Steady Hand",
"combinedEffect": "During Great Cadences: clicks give 10x Frequency (F6), Amplifiers give 2x bonus + 2x conversion (X2), and Resonance decays slowly (R1). A single Great Cadence with this combo can generate enough Frequency for 3-4 Forks and enough Harmonics to fill 2-3 slots. Plus, Perfect Cadence awards +1 RP if you maintain 85% Resonance.",
"whyItsStrong": "Great Cadences become the most powerful moment in the game. Instead of a 2x production spike, you get 10x clicks + 4x Amplifiers + 2x conversion = roughly 20x effective production for 10 seconds. Skilled players can time their Cadences for maximum value (save up empty slots, click furiously during Cadence, fill slots with overflow Harmonics)."
},
{
"name": "The Dissonance Gambler",
"nodesRequired": "F5 Overload + R2 Safe Zone Expansion + X3 Dissonant Harmony",
"combinedEffect": "Push Resonance to 90%+ for 3x click power (F5), with expanded safe zone to 75% (R2) giving you a 15% buffer before Dissonance. If you DO hit Dissonance, Dissonant Harmony (X3) turns it into +20% production per stack (up to 3 stacks). You're rewarded for pushing Resonance, whether you succeed or fail.",
"whyItsStrong": "Removes the downside of risky play. Normally, Dissonance is punishment. This combo makes Dissonance rewarding. Push to 100% Resonance? Fine. Trigger Dissonance? Fine—you get +20-60% production. The only real cost is doubled Resonance decay (from X3), which Steady Hand can mitigate. This build breaks the push-your-luck mechanic by making both outcomes positive."
},
{
"name": "The Balanced Triad",
"nodesRequired": "H2 Fork Synergy + R4 Harmonic Balance + X1 Tri-Tone Resonance",
"combinedEffect": "Fork Synergy gives +5% conversion per Fork type owned (up to +15%). Harmonic Balance gives +10% Resonance bonus when Harmonics are balanced. Tri-Tone Resonance gives +50% Frequency when all Forks are active AND Resonance is above 80%. Together, they reward a perfectly balanced playstyle with +65% production, +15% conversion, and +10% Resonance gain.",
"whyItsStrong": "Makes 'generalist' play competitive with specialist builds. Normally, specializing (all Bass Forks) gives better early power. This combo makes diversifying equally powerful. The nodes are also cheaper than capstones, so this build comes online faster (around 10-12 minutes)."
}
],
"antiSynergies": [
{
"conflict": "Click vs. Passive Priority",
"nodes": "F1 Resonant Touch (click bonus) vs. H1 Efficient Conversion (passive bonus)",
"whyTheyConflict": "F1 encourages clicking (active play). H1 encourages waiting for passive conversion (AFK play). If you invest in both, you're splitting your focus—clicking when you should be letting Forks work, or letting Forks work when you should be clicking. Not mechanically incompatible, but strategically inefficient. Better to specialize.",
"recommendedResolution": "Choose one based on playstyle. Active players: F1. Passive players: H1. Don't buy both early—wait to see which playstyle emerges, then double down."
},
{
"conflict": "Resonance Stabilization vs. Overload Risk",
"nodes": "R1 Steady Hand (slow Resonance decay) vs. F5 Overload (requires 90%+ Resonance)",
"whyTheyConflict": "Steady Hand makes it EASIER to maintain Resonance (slower decay = less clicking). Overload makes it HARDER (90%+ Resonance = Dissonance risk). If you buy Steady Hand, you're investing in safety. If you buy Overload, you're investing in risk. They pull in opposite directions.",
"recommendedResolution": "Steady Hand is for cautious builds (Resonance Dancer). Overload is for aggressive builds (The Rusher). Don't mix them unless you have R2 Safe Zone Expansion to bridge the gap."
},
{
"conflict": "Harmonic Balance vs. Specialization",
"nodes": "R4 Harmonic Balance (requires equal Harmonics) vs. F3 Frequency Cascade (reinvests Frequency into clicks, not Harmonics)",
"whyTheyConflict": "Harmonic Balance requires producing all three Harmonic types equally. Frequency Cascade rewards clicking for Frequency (which you then spend on—what? If you spend Frequency on Bass Forks, you get Deep Harmonics. But then you're unbalanced). This combo fights itself.",
"recommendedResolution": "Harmonic Balance belongs in 'The Resonance Dancer' build. Frequency Cascade belongs in 'The Rusher' build. Pick a build, stick to it. Don't try to be balanced AND aggressive—you'll end up mediocre at both."
},
{
"conflict": "Dissonant Harmony vs. Safe Play",
"nodes": "X3 Dissonant Harmony (wants Dissonance stacks) vs. R3 Dissonance Shield (prevents Dissonance)",
"whyTheyConflict": "Dissonant Harmony gives +20% production per Dissonance stack. Dissonance Shield adds a 10-second grace period BEFORE Dissonance triggers. These nodes are diametrically opposed—one wants Dissonance, the other prevents it. Buying both wastes points.",
"recommendedResolution": "Dissonant Harmony is for risk-takers (The Dissonance Gambler). Dissonance Shield is for cautious players (The Resonance Dancer). Choose based on your risk tolerance. Never both."
}
],
"visualLayout": {
"treeRenderingGuide": "The skill tree should be rendered as three vertical columns (branches) with horizontal connections (cross-branch nodes). Each branch is a vertical line of hexagonal nodes. Cross-branch nodes are larger diamonds that span between columns. Visual hierarchy: Tier 1 nodes (small), Tier 2 (medium), Tier 3 (large), Capstones (extra large with glow effect), Cross-branch (diamonds with pulsing connections).\n\n```\n [F6 Capstone] [R6 Capstone] [H6 Capstone]\n | | |\n [F5 Tier 3] [R5 Tier 3] [H5 Tier 3]\n / \\ | / \\\n [F3 Tier 2] [F4 Tier 2] [R3 Tier 2] [R4 Tier 2] [H3 Tier 2] [H4 Tier 2]\n \\ / | \\ /\n [F1 Tier 1] [R1 Tier 1] [H1 Tier 1]\n | / \\ |\n [F2 Tier 1] -------------- [R2 Tier 1] -------------- [H2 Tier 1]\n |\n [X1 Diamond] [X2 Diamond] [X3 Diamond]\n (cross-branch, unlocked later)\n```\n\nUI Layout:\n- Left panel: Branch 1 (Frequency Focus) - cyan/blue theme\n- Center panel: Branch 2 (Resonance Mastery) - green/yellow theme (gradient from safe to risky)\n- Right panel: Branch 3 (Harmonic Efficiency) - purple/orange theme\n- Bottom panel: Cross-branch nodes (X1, X2, X3) - silver/white theme\n- Top-right: Resonance Points counter ('RP: 5/12')\n- Top-left: 'Refund Skills' button (with cost tooltip)\n\nNode positioning: Fixed grid. Each branch has 6 rows. Row 1: Tier 1 nodes. Row 2: Tier 2 nodes. Row 3: Tier 3 nodes. Row 4: Tier 3 nodes (F5/R5/H5). Row 5: Capstone prerequisites (if needed). Row 6: Capstones. Cross-branch nodes appear in a row below capstones or between branches depending on layout.",
"nodeStates": {
"locked": "Grayed out hexagon, 40% opacity. Lock icon overlay. Tooltip shows 'Requires: [prerequisite nodes]' but NOT the effect (mystery). Cost shown in gray. No glow. Connection line to prerequisites is dotted gray.",
"available": "Highlighted border (cyan for Frequency, green for Resonance, purple for Harmonic). 70% opacity. Full tooltip visible (effect, cost, prerequisites). Pulsing glow animation (1 second fade in/out). Connection line to prerequisites becomes solid colored (matching branch theme). Clickable.",
"purchased": "Filled in with branch color (cyan/green/purple). 100% opacity. No glow (steady state). Small checkmark icon overlay. Connection lines to prerequisites AND to any nodes that unlock FROM this node are lit up (solid colored). Not clickable (already owned).",
"cannotAfford": "Same as 'available' but cost number shown in red with strikethrough (if RP < cost). Dimmed to 50% opacity. Tooltip shows 'Need X more RP (earning in Y seconds)'. Not clickable. This prevents confusion about why a node can't be purchased."
},
"connectionLines": {
"inactive": "Dotted gray line between locked nodes. Line width: 2px. Dashes: 5px on, 5px off.",
"active": "Solid colored line between purchased nodes. Line width: 3px. Color matches branch theme (cyan/green/purple). Glows subtly (box-shadow effect).",
"availablePath": "Highlighted line showing purchasable next nodes. Line color: gold (for all branches). Line width: 4px. Pulsing glow animation. This guides the player's eye to what they can buy next."
}
},
"skillPointEconomy": {
"earningSkillPoints": {
"sources": [
{
"source": "Harmonic Accumulation",
"amount": "1 RP per 100 total Harmonics",
"frequency": "Continuous (awarded as threshold is crossed)",
"totalPerRun": "~20-25 RP by 30 minutes (2000-2500 total Harmonics)"
},
{
"source": "H5 Harmonic Resonance (skill node)",
"amount": "+3 RP total (one per Harmonic type at 100 milestone)",
"frequency": "One-time bonus per type, typically at 3-8 minutes",
"totalPerRun": "3 RP if node purchased"
},
{
"source": "F6 Perfect Cadence (skill node)",
"amount": "+1 RP per successful Great Cadence mastery",
"frequency": "Every 10 minutes (if player maintains 85%+ Resonance)",
"totalPerRun": "2-3 RP in a 30-minute run (3 Cadences possible)"
}
],
"totalPerRunSummary": "Baseline (no skills): ~20-25 RP. With H5 Harmonic Resonance: ~23-28 RP. With F6 Perfect Cadence and 2 mastered Cadences: ~25-30 RP. Most players will have 25-30 RP available by endgame."
},
"costCurve": {
"tier1Cost": 1,
"tier1Cumulative": "3 nodes * 1 cost = 3 RP (per branch, but players only take 1-2 Tier 1 nodes per branch, so ~2-6 RP total)",
"tier2Cost": "2-3,
"tier2Cumulative": "~4-5 RP per branch (2-3 nodes total, 2-3 cost each)",
"tier3Cost": "4-5,
"tier3Cumulative": "~9-10 RP per branch (2 nodes, 4-5 cost each)",
"capstoneCost": 5,
"capstoneCumulative": "~14-15 RP total to reach capstone (3+4+5+5 cumulative)",
"crossBranchCost": "3-5,
"crossBranchCumulative": "~12 RP (X1=3, X2=4, X3=5)",
"allNodesTotal": "52 RP total (sum of all 18 nodes + 3 cross-branch nodes)"
},
"pointsAvailableVsTotalCost": {
"pointsEarnedPerRun": "~25-30 RP",
"totalCostOfAllNodes": "52 RP",
"ratio": "25/52 = 48% to 30/52 = 58%",
"interpretation": "Player can afford roughly half the tree per run. This forces meaningful choices—do you go deep in one branch (capstone) or spread across all three (generalist)? Can you afford a capstone AND cross-branch nodes? Or must you choose? The math works out to: either 1 capstone + 6-8 supporting nodes, OR 0 capstones + 12-15 mixed nodes. Both are valid strategies.",
"runsToFullyExplore": "At 50% per run, it takes 2-3 runs to see every node. At 3-4 runs, players have experimented with most builds. This keeps the tree fresh across multiple prestiges without being overwhelming."
}
},
"edgeCases": {
"respec": {
"mechanic": "Can refund all purchased skills via 'Clear Resonance' button in skill tree UI",
"cost": "First refund: Free. Subsequent refunds: 1 Silence (prestige currency). Refunding returns 50% of RP spent (round down, minimum 1).",
"example": "Player spent 10 RP on skills. Refund → returns 5 RP, costs 1 Silence. Skills are removed, RP returned. Can now reinvest 5 RP in different nodes.",
"cooldown": "Can only refund once per 5 minutes (prevents abuse: buy nodes → test → refund → repeat).",
"useCase": "Player realizes they chose the wrong build (e.g., bought click nodes but want passive). Or player wants to experiment with different synergies. The 50% penalty and Silence cost prevent constant respecing, but allow for mistakes and experimentation.",
"tooltip": "'Refund all skills? Returns 50% of RP spent. First refund is free, subsequent refunds cost 1 Silence. 5-minute cooldown between refunds.'"
},
"orphanedNodes": {
"scenario": "Player refunds a prerequisite node but keeps a dependent node",
"behavior": "Dependent nodes are AUTOMATICALLY refunded as well. You can't have orphaned nodes. The refund cascades: if you refund F3, and you own F5 (which requires F3), then F5 is also refunded. You receive RP for BOTH nodes (50% of their cost).",
"formula": "refundQueue = [nodeToRefund]. For each node in queue: refund 50% cost, add all dependent nodes to queue. Repeat until queue empty. This ensures clean state—no partial builds with missing prerequisites.",
"example": "Player owns F1, F3, F5. Refunds F1. Result: F1 refunded (0.5 RP returned), F3 auto-refunded (1 RP returned), F5 auto-refunded (2 RP returned). Total returned: 3.5 RP. All nodes removed. Player can now rebuild from scratch."
},
"overflow": {
"scenario": "Player has more RP than they can spend (e.g., 30 RP, all desired nodes purchased, 15 RP leftover)",
"behavior": "RP persists through the run but cannot be banked across prestiges. On prestige, all RP reset to 0. There is NO 'RP carryover'—Silence is the only prestige currency that persists.",
"playerMotivation": "Since unspent RP are wasted, players are motivated to spend them. This encourages experimentation: 'Oh, I have 5 extra RP. Let me try that cross-branch node I haven't used.'",
"endgameSpend": "In late game (25+ minutes), players will have excess RP. This is intentional—they can now experiment with 'fun' nodes they skipped earlier (e.g., Dissonant Harmony) without worrying about optimal play. The tree shifts from 'optimize' to 'play around.'"
},
"pointsGenerationSlows": {
"scenario": "Player hits a wall and stops generating Harmonics (e.g., all Amplifier slots full, Forks expensive, can't afford next upgrade)",
"behavior": "RP generation slows (since RP = Harmonics / 100). Player might be stuck at 8 RP, wanting a 10-RP node.",
"recovery": "Skill tree has early nodes (Tier 1, cost 1-2) precisely for this scenario. If stuck, the game highlights: 'You have 8 RP. Affordable nodes: F2 Ripple Effect (2 RP), R1 Steady Hand (1 RP). Invest to break through.' This creates a feedback loop—skills help generate Harmonics, which generate more RP, which buy more skills.",
"antiFrustration": "If player has 0 affordable nodes and <1 RP from next milestone (e.g., 92 Harmonics, need 100 for 1 RP), the game shows: 'Almost there! 8 more Harmonics to next RP.' This keeps the goal visible."
},
"crossBranchUnlocking": {
"scenario": "Player invests heavily in one branch early (e.g., Frequency Focus), then Branch 2 and 3 unlock later. Can they switch?",
"behavior": "Yes. All nodes in all branches are visible once the branch unlocks. Player can immediately spend saved RP on new branch nodes. Example: At 8 minutes, Branch 3 unlocks. Player has 10 RP saved. Can immediately buy H1 Efficient Conversion (1 RP) and H3 Amplifier Feedback (2 RP).",
"strategicConsideration": "Players can 'save' RP for later branches. This is a valid strategy—skip early investments, wait for Branch 3 to unlock, then dump RP into Harmonic Efficiency nodes. Risk: weaker early game. Reward: stronger late game.",
"uiHint": "When a branch is about to unlock (e.g., 30 seconds before), the skill tree shows a dimmed preview: 'Resonance Mastery branch unlocks in 30 seconds. Save your RP!' This encourages planning."
},
"skillTreeUnavailableAtStart": {
"scenario": "Game starts. Player has 0 RP. Skill tree button is locked.",
"behavior": "At 10 Harmonics (~45 seconds), skill tree button pulses and unlocks. First RP awarded immediately. Tooltip: 'Your harmonics resonate with understanding. You have 1 Resonance Point. Open the Resonance Tree.'",
"playerExperience": "First 45 seconds are pure clicker—player focuses on Resonator. Once first Fork is purchased and Harmonics start flowing, the skill tree unlocks. This prevents overwhelming the player with choices before they understand basic systems.",
"tutorialTooltip": "First time opening skill tree: 'Skills reset every prestige. Choose your build for THIS cadence. You can afford roughly half the tree—choose wisely!'"
}
},
"qualityCriteria": {
"totalNodes": "18 nodes + 3 cross-branch = 21 total. ✓ Within 15-25 sweet spot.",
"nodesAffordablePerRun": "~10-12 nodes affordable with 25-30 RP. ✓ 55-65% of tree, forcing real choices.",
"distinctBuilds": "3 clearly defined archetypes (The Rusher, The Optimizer, The Resonance Dancer) with unique playstyles. ✓",
"capstones": "Each branch has a capstone (F6 Perfect Cadence, R6 Perfect Harmony, H6 Master Amplifier) worth building toward. ✓",
"synergies": "4 designed synergies specified (Amplifier Snowball, Cadence Master, Dissonance Gambler, Balanced Triad). ✓",
"exactFormulas": "Every node has an exact effect formula (no 'improves slightly'). ✓",
"visualLayout": "ASCII art diagram + detailed node states specified for UI developer. ✓",
"nodeStates": "Locked/Available/Purchased/Cannot Afford all specified with visual descriptions. ✓",
"economyMath": "RP earning vs. node costs checked: 25-30 RP earned vs. 52 RP total cost = ~50% affordable per run. ✓",
"prestigeIntegration": "Tree resets on prestige, uses per-run RP currency, complements persistent Echo system. ✓"
}
}
Ui Ux
{
"systemName": "Echo Chamber UI/UX Design",
"overview": "Echo Chamber's interface is a meditation on visibility and flow—the player should always see what matters most (currency counts, Resonance, the Resonator) without clicking through tabs, while discovering depth through progressive disclosure. The aesthetic blends oscilloscope precision with dreamlike synthwave atmosphere: deep indigo-to-black gradients, glowing particles, and color-coded currencies that pulse with life. Every interaction has audiovisual feedback—clicks ripple, numbers count up, purchases flash—and the screen itself responds to game state (Dissonance cracks the edges, Great Cadences warm the palette). The layout is circular and centralized (Resonator at heart, Amplifier Grid as concentric rings), reinforcing the theme of resonance and harmony. Dark mode by default reduces eye strain during extended play, while high-contrast accents ensure readability. The UI IS the game—every pixel serves either feedback (you did something) or information (here's what you can do).",
"colorPalette": {
"backgroundPrimary": {
"hex": "#1a1a2e",
"usage": "Main background gradient (from #1a1a2e to #000000)"
},
"backgroundSecondary": {
"hex": "#16213e",
"usage": "Panels, cards, upgrade backgrounds"
},
"backgroundTertiary": {
"hex": "#0f3460",
"usage": "Hover states, active elements, button backgrounds"
},
"textPrimary": {
"hex": "#ecf0f1",
"usage": "Main text, headings, currency counts"
},
"textSecondary": {
"hex": "#bdc3c7",
"usage": "Labels, descriptions, secondary information"
},
"textMuted": {
"hex": "#7f8c8d",
"usage": "Disabled elements, locked items, placeholder text"
},
"accent1": {
"hex": "#00d4ff",
"usage": "Primary actions, Frequency currency, Cyan visual effects (ripples)"
},
"accent2": {
"hex": "#9b59b6",
"usage": "Secondary actions, Deep Harmonics currency, purple orbs"
},
"accent3": {
"hex": "#f39c12",
"usage": "Tertiary elements, Warm Harmonics currency, orange-gold particles"
},
"accent4": {
"hex": "#ecf0f1",
"usage": "Bright Harmonics currency, white-blue sparkles"
},
"success": {
"hex": "#2ecc71",
"usage": "Affordable purchases, completed milestones, positive feedback"
},
"warning": {
"hex": "#f1c40f",
"usage": "Almost affordable, Resonance 70-90% zone, attention needed"
},
"danger": {
"hex": "#e74c3c",
"usage": "Cannot afford, Dissonance, prestige reset warning, Resonance 90%+"
},
"prestige": {
"hex": "#bdc3c7",
"usage": "Silence currency, prestige UI elements, silver motes"
},
"resonanceMeter": {
"gradient": "linear-gradient(from 0% to 100%: #3498db (blue/low) → #2ecc71 (green/optimal) → #f1c40f (yellow/risky) → #e74c3c (red/critical))"
}
},
"typography": {
"fontFamily": "'Roboto Mono', monospace (Google Font) for numbers/currencies; 'Inter', sans-serif (Google Font) for body text and headings",
"headings": {
"weight": "600 (semibold)",
"sizeRange": "18px (subsections) to 28px (main headers)"
},
"bodyText": {
"weight": "400 (regular)",
"size": "14px"
},
"numbersCurrencies": {
"font": "Roboto Mono, monospace",
"weight": "500 (medium)",
"note": "Monospace ensures aligned digits in currency displays"
},
"buttons": {
"font": "Inter, sans-serif",
"weight": "600 (semibold)",
"size": "14px for primary, 12px for compact"
}
},
"screenLayout": {
"masterLayout": {
"description": "Central circular layout with Resonator at center, surrounded by concentric Amplifier rings. Currencies always visible at top-right. Navigation minimal—most systems are on-screen.",
"asciiLayout": "```\n+----------------------------------------------------------+\n| [Header: always visible] |\n| Frequency: 1,234 Hz (+12.3/s) Resonance: 67% Silence: 5.2 |\n+----------------------------------------------------------+\n| |\n| [Tuning Forks Array] |\n| (clockwise around Resonator) |\n| 7 | 8 |\n| 6 | 9 |\n| 5 [Resonator] 0 |\n| (circular, clickable) |\n| 4 | 1 |\n| 3 | 2 |\n| 1 | 2 |\n| |\n| [Amplifier Grid: 3 concentric rings] |\n| Inner: Tier 1 (Deep) | Mid: Tier 2 (Warm) |\n| Outer: Tier 3 (Bright) | Far: Polyharmonic |\n| |\n| [Creature Dock] [Cadence Timer] [Resonance] |\n| (bottom-left) (bottom-center) (meter) |\n| |\n| [Settings] [Resonance Tree] [Echoes] [Prestige] |\n| (bottom buttons, appear as unlocked) |\n+----------------------------------------------------------+\n```"
},
"headerBar": {
"description": "Always visible at top. Shows all active currencies and critical meters.",
"elements": [
{
"element": "Frequency Display",
"position": "top-left",
"content": "[cyan ripple icon] 1,234 Hz (+12.3/s)",
"behavior": "Number animates (count-up) on change. Rate in smaller text, updates every second. Color: #00d4ff (Accent 1)."
},
{
"element": "Harmonics Displays (appear as unlocked)",
"position": "top-left-center",
"content": "[purple orb] D-Har: 347 (+2.1/s) | [orange] W-Har: 289 (+1.8/s) | [white] B-Har: 512 (+0.9/s)",
"behavior": "Each appears when that Fork type is purchased. Count-up animation. Rate per second in parentheses."
},
{
"element": "Resonance Meter",
"position": "top-center",
"content": "Circular meter or progress bar with percentage. Color shifts blue → green → yellow → red based on value.",
"behavior": "Updates continuously (smooth animation, not jumpy). Glows when in bonus zone (70%+). Flashes red at 90%+."
},
{
"element": "Silence Display",
"position": "top-right",
"content": "[silver mote] Silence: 5.2",
"behavior": "Appears at 3 minutes (first Quiet Moment). One decimal place. Pulses gently when amount changes."
},
{
"element": "Settings Button",
"position": "top-right corner",
"content": "[gear icon]",
"behavior": "Opens settings modal. No hotkey—always accessible via click."
},
{
"element": "Dissonance Stacks",
"position": "below Resonance meter (center)",
"content": "[red crack icon] x3 (-30% production)",
"behavior": "Appears only when Dissonance > 0. Red glow. Clicking shows tooltip: 'Clear with 1 Silence or wait 30s.'"
}
]
},
"centralResonator": {
"description": "The core interactive element. Large, circular, centered. Always visible and clickable.",
"visualSpecs": {
"size": "120x120px minimum (scales with viewport, max 200x200px)",
"appearance": "Glowing circle with cyan gradient (#00d4ff). Ripples emanate from center on click.",
"animation": "Subtle pulse (opacity 0.8 → 1.0 over 2 seconds) when idle. Stronger pulse when Resonance is high.",
"interaction": "Click anywhere on circle to generate Frequency. Cursor: pointer.",
"feedback": "On click: (1) Ripple effect spreads outward (canvas animation), (2) Sound plays (synthesized sine wave tone, pitch varies per click), (3) Frequency counter increments with count-up animation, (4) Resonance meter rises by 2%."
}
},
"tuningForksArray": {
"description": "Arrayed around the Resonator like clock numbers. Each Fork is a button showing its level and cost.",
"layout": "Clockwise arrangement. Bass Forks at positions 1-3, Mid Forks at 4-6, Treble Forks at 7-9 (or distributed based on owned count).",
"forkButton": {
"appearance": "Hexagonal or rounded-rect button. Icon: tuning fork silhouette. Color-coded by type (Bass: purple, Mid: orange, Treble: white).",
"content": "[fork icon] [type name] Lvl: X\\nCost: [amount] Hz",
"states": {
"locked": "Dimmed (40% opacity), grayed out. No tooltip (mystery). Cost not shown.",
"available": "Highlighted border (color-matched to type). Tooltip shows: '[Fork Type] Tuning Fork\\nConverts 10 Frequency → 1 [Harmonic Type]/sec\\nPassive: +X Frequency/sec\\nCost: Y Hz'. Pulsing glow.",
"affordable": "Border glows green (#2ecc71). 'BUY' button appears. Click triggers purchase.",
"owned": "Filled in with type color. Shows level: 'Bass Fork x3'. Click opens tooltip: 'Next cost: Y Hz'. No purchase action—hover shows upgrade option, click that to upgrade.",
"maxed": "Not applicable—Forks have no max level."
},
"positioning": "Forks appear in order of purchase. First Bass Fork at position 12 (top). Subsequent Forks fill clockwise positions. Gaps are acceptable (no need to compress)."
}
},
"amplifierGrid": {
"description": "Three concentric rings around the Forks/Resonator. Each ring represents a tier. Slots are positioned along the ring (like numbers on a clock face).",
"layout": {
"innerRing": "Tier 1 (Bass Amplifier slots - Deep Harmonics only). Up to 4 slots positioned at 12, 3, 6, 9 o'clock.",
"middleRing": "Tier 2 (Mid Amplifier slots - Warm Harmonics only). Up to 4 slots positioned at 1:30, 4:30, 7:30, 10:30 o'clock.",
"outerRing": "Tier 3 (Treble Amplifier slots - Bright Harmonics only). Up to 4 slots positioned at 45-degree offsets.",
"farRing": "Polyharmonic slots (accept any Harmonic type). Up to 3 slots, positioned at 0, 120, 240-degree angles."
},
"slotAppearance": {
"emptySlot": "Geometric diamond shape. Outlined in gray. Hover shows: '[Slot Type] Slot\\nCost: X Frequency to unlock\\nFill with Y [Harmonic Type] for +Z% bonus'.",
"unlockedSlot": "Outlined but not filled. Color-matched to tier (purple for Tier 1, orange for Tier 2, white for Tier 3, silver for Polyharmonic). Shows fill cost: '5 D-Har'.",
"filledSlot": "Filled with matching color. Glowing mandala pattern (spinning geometric design) inside. Shows bonus: '+25%'. If mismatched Harmonic type, dimmed mandala, shows '+15%'.",
"polyharmonicSlot": "Diamond shape (larger than tier slots). Silver outline. Can accept any Harmonic type. Matched = +30%, unmatched = +20%."
},
"unlockBehavior": "Slots unlock progressively. First Tier 1 slot at 60 seconds (30 Frequency cost). Subsequent slots cost Frequency and double each time (30, 60, 120, 240...). Polyharmonic slots unlock at 12 minutes (500 Frequency for first).",
"fillBehavior": "Clicking an unlocked slot opens a mini-panel: 'Fill with [Harmonic Type]\\nCurrent: [amount]/[required]\\n[Fill button]'. If player has insufficient Harmonics, button is grayed out."
},
"bottomBar": {
"description": "Bottom of screen. Houses creature dock, Cadence timer, and system buttons.",
"elements": [
{
"element": "Creature Dock",
"position": "bottom-left",
"content": "Panel where Silence Creatures appear. Shows: '[creature icon] [name]\\nEffect: [description]\\nCost: [X Harmonics/sec]\\n[Allow] [Shoo] buttons'.",
"behavior": "Appears at 8 minutes (first Whisper Moth). Creatures animate (gentle hover/fly). Panel has semi-transparent background."
},
{
"element": "Cadence Timer",
"position": "bottom-center",
"content": "'Next Great Cadence: 4:32'",
"behavior": "Visible after first Cadence at 10 minutes (or from start if Cadence Knowledge Echo owned). Counts down from 10:00. Glows during Cadence (production x2)."
},
{
"element": "Resonance Meter (Detailed)",
"position": "below Cadence timer (bottom-center)",
"content": "Circular progress bar around text: '67%'. Color gradient as per palette.",
"behavior": "Click to expand tooltip: 'Resonance: 67%\\nZone: Optimal (30-70%)\\nBonus: +0% production\\nDecay: -1%/sec'. In critical zones, shows warning."
},
{
"element": "System Buttons",
"position": "bottom-right",
"content": "Row of buttons: [Resonance Tree] [Echoes] [Prestige] [Settings]",
"behavior": "Each appears when unlocked. Resonance Tree at 30 seconds. Echoes at 15 minutes. Prestige at 28 minutes (Master Chord complete). Settings always available."
}
]
}
},
"componentSpecifications": {
"currencyDisplay": {
"structure": "[icon] [amount] [+([rate]/s)]",
"examples": {
"frequency": "[cyan ripple] 1,234 Hz (+12.3/s)",
"deepHarmonics": "[purple orb] 347 D-Har (+2.1/s)",
"silence": "[silver mote] 5.2 Sil"
},
"animations": {
"numberChange": "Count-up animation over 300ms (lerp from old value to new). Font is monospace, so digits don't jitter.",
"rateUpdate": "Rate updates every second (no animation, just value change).",
"milestone": "When crossing K/M/B threshold, briefly flash the display (scale up to 1.1x, then back to 1.0x over 200ms)."
},
"largeNumbers": {
"suffixes": "K (thousands), M (millions), B (billions), T (trillions)",
"thresholds": "10,000+ switches to K (10K, 25K, 123K). 1M+ switches to M (1.5M, 42.3M). 1B+ switches to B. 1T+ switches to T.",
"decimals": "1 decimal place for K/M/B/T (e.g., 1.5M, not 1.523M). Whole numbers below 10K."
},
"colorCoding": "Each currency has accent color. Rate uses same color but smaller text (12px vs 14px)."
},
"upgradeCard": {
"description": "Used for Tuning Forks, Amplifier slots, Echo purchases, and skill tree nodes.",
"structure": "```\n+------------------------------------------+\n| [Icon] [Upgrade Name] [Lvl/Badge] |\n| [Description text (max 2 lines)] |\n| [Effect: +X per second] |\n| [Cost: 150 Gold] [BUY button] |\n+------------------------------------------+\n```",
"states": {
"affordable": {
"border": "Solid green border (#2ecc71), 2px",
"button": "Green background (#2ecc71), white text, 'BUY' label",
"text": "All text white (#ecf0f1)",
"hover": "Border glows brighter (box-shadow: 0 0 10px #2ecc71). Show detailed tooltip."
},
"cannotAfford": {
"border": "Gray border (#7f8c8d), 2px",
"button": "Gray background (#7f8c8d), disabled cursor, cost text red",
"text": "Name white, cost red (#e74c3c)",
"hover": "No glow. Tooltip shows 'Need X more [currency] (earning in Y seconds)'."
},
"locked": {
"appearance": "Entire card dimmed (40% opacity). Lock icon overlay. '???' instead of name. No details shown.",
"tooltip": "None (mystery). Or minimal: 'Unlock at [condition].'",
"interaction": "Not clickable."
},
"maxed": {
"border": "Gold border (#f1c40f), 2px",
"badge": "'MAX' badge in top-right corner",
"button": "Hidden (no button, or replaced by checkmark icon)",
"hover": "Show final stats tooltip."
},
"owned": {
"appearance": "Card filled with type color (purple/orange/white). Level badge shows current level.",
"button": "'UPGRADE' button shows next cost (if applicable). For Forks, upgrade always available."
}
},
"animations": {
"purchase": "On click: card flashes white (scale 1.0 → 1.1 → 1.0 over 300ms). Number pops up from card (+1 floats upward and fades). Sound effect plays (satisfying 'ping').",
"cannotAffordClick": "Card shakes left-right (translateX -5px → 5px → -5px → 0 over 200ms). Cost text flashes red.",
"hoverAffordable": "Border pulses (scale 1.0 → 1.05 → 1.0 over 1s, loop). Tooltip appears after 200ms delay.",
"unlock": "When a card unlocks from locked → available, it fades in from 0% to 100% opacity over 500ms, with a glow effect."
}
},
"resonanceMeter": {
"display": "Circular progress bar around the central Resonator OR linear bar at top-center. Recommended: circular for thematic consistency.",
"visualSpecs": {
"size": "If circular: 150x150px (surrounds 120px Resonator). If linear: 300px wide, 20px tall.",
"gradient": "Linear gradient: 0-30% = blue (#3498db), 30-70% = green (#2ecc71), 70-90% = yellow (#f1c40f), 90-100% = red (#e74c3c).",
"percentageText": "Centered in meter (circular) or right-aligned (linear). Shows '67%' with font-size 16px, semibold.",
"zones": {
"low": "0-30%: Blue zone. Tooltip: 'Resonance Low. Production muted. Click more!'",
"optimal": "30-70%: Green zone. Tooltip: 'Optimal Resonance. Baseline production.'",
"bonus": "70-90%: Yellow zone. Tooltip: 'Bonus Resonance! +50% production, but Dissonance risk.'",
"critical": "90-100%: Red zone. Tooltip: 'CRITICAL! Dissonance imminent!'"
}
},
"animations": {
"normalUpdate": "Smooth CSS transition (width or stroke-dashoffset) over 200ms. No jumpy numbers.",
"bonusZone": "When entering 70%+, meter glows yellow (box-shadow pulse). '+50% production' toast appears.",
"criticalZone": "When entering 90%+, meter flashes red (animation: opacity 1 → 0.5 → 1 over 500ms, loop). Red cracks appear at screen edges.",
"dissonanceTrigger": "If Dissonance hits, entire screen shakes briefly. Red cracks intensify. Meter shows warning: 'DISSONANCE!'"
}
},
"skillTreeRenderer": {
"layoutApproach": "CSS Grid or Flexbox. Three columns (branches) with horizontal connections (cross-branch nodes). Absolute positioning for cross-branch diamonds.",
"nodeSize": {
"tier1": "40x40px hexagons",
"tier2": "50x50px hexagons",
"tier3": "60x60px hexagons",
"capstones": "70x70px hexagons with glow effect",
"crossBranch": "60x60px diamonds"
},
"connectionLines": "SVG lines or CSS borders. SVG preferred for curved paths. Draw lines from parent node bottom to child node top.",
"nodeStates": {
"locked": "40% opacity, grayscale, lock icon overlay. No tooltip showing effect (mystery). Dotted gray line to prerequisites.",
"available": "70% opacity, colored border (cyan/green/purple by branch), pulsing glow. Full tooltip. Solid colored line to prerequisites.",
"purchased": "100% opacity, filled color, checkmark icon. Not clickable. Solid colored lines to/from node.",
"cannotAfford": "50% opacity, cost number red with strikethrough. Tooltip: 'Need X more RP'. Not clickable."
},
"panelLayout": {
"treeContainer": "Center panel, 80% width, 60% height. Scrollable if needed.",
"rpCounter": "Top-right of tree panel. 'RP: 5/12'. Pulsing when RP changes.",
"refundButton": "Top-left. 'Clear Resonance'. Tooltip shows cost (free first time, then 1 Silence)."
}
},
"tooltip": {
"structure": "```\n+------------------------------------------+\n| [Upgrade Name] (Level X) |\n| [Full description, max 3 lines] |\n| Current: +Y/sec |\n| Next level: +Z/sec |\n| Cost: [amount] [currency icon] |\n+------------------------------------------+\n```",
"trigger": "Hover (desktop). Click/tap (mobile—show modal instead).",
"position": "Above element (default), clamped to viewport edges. If no space above, show below.",
"delay": "200ms hover delay before showing (prevents flickering). Disappear immediately on mouse leave.",
"styling": {
"background": "#16213e (secondary background) with 95% opacity",
"border": "1px solid #00d4ff (accent color)",
"maxWidth": "250px",
"fontSize": "12px",
"padding": "8px"
}
},
"milestoneToast": {
"structure": "```\n+------------------------------------------+\n| ★ [Achievement Name]! |\n| [Description] [+Reward] |\n+------------------------------------------+\n```",
"appearance": "Slide in from right edge. Background: semi-transparent dark (#16213e with 90% opacity). Border: gold (#f1c40f).",
"duration": "3-5 seconds visible, then fade out over 500ms.",
"stackBehavior": "Multiple toasts stack vertically. Maximum 3 visible at once. Oldest dismissed first.",
"examples": {
"achievement": "★ First Resonance!\\nThe Void stirs. +1 Hz",
"overtone": "★ Overtone Event!\\nHigh Resonance attracts rewards. +10 Frequency",
"perfectResonance": "★ Perfect Resonance!\\nA moment of clarity. +2 Silence"
}
},
"prestigePanel": {
"description": "Confirmation screen shown after Master Chord completion. Modal overlay.",
"layout": "```\n+------------------------------------------+\n| ⟳ RESONANCE RESET |\n| |\n| You will earn: X Silence |\n| Current total: Y |\n| New total: Z |\n| |\n| RESETS: |\n| • All Tuning Forks |\n| • Amplifier slots (emptied) |\n| • Frequency and Harmonics |\n| • Resonance and Dissonance |\n| |\n| KEEPS: |\n| • All Silence (Y + X = Z) |\n| • All Echoes (permanent upgrades) |\n| • Achievements |\n| |\n| [CANCEL] [BEGIN NEW CADENCE] |\n+------------------------------------------+\n```",
"trigger": "After Master Chord activation (whiteout moment), this screen unfolds. Also accessible via 'Resonance Reset' button (bottom-right) after Master Chord is complete.",
"visualEffect": "Screen fades to white (1.5s), then prestige panel unfolds from center with slow inhalation sound. Background is indigo gradient with subtle particle effects.",
"buttons": {
"cancel": "Gray button. Closes panel, returns to game.",
"confirm": "Large, prominent button. White/gold gradient. 'BEGIN NEW CADENCE'. On click, execute prestige reset (see resetSpecification in prestige.json)."
},
"bonusBreakdown": "Tooltip on 'X Silence' shows: 'Base: 1 | Speed: +1 (<25 min) | Resonance: +1 (97%+) | Harmony: +1 (3+ matched slots) | Survival: +1 (≤1 Dissonance) | First Bonus: +2'."
},
"settingsPanel": {
"description": "Modal accessed via gear icon (top-right).",
"layout": "```\n+------------------------------------------+\n| ⚙ SETTINGS |\n| |\n| Notation Format: [Standard ▼] |\n| Animation Speed: [======●===] 1x |\n| Auto-save Interval: [30s ▼] |\n| |\n| [Export Save] [Import Save] |\n| [Hard Reset] (with confirmation) |\n| |\n| [X] Close |\n+------------------------------------------+\n```",
"options": {
"notation": "Dropdown: Standard (1,234) or Scientific (1.234e3). Default: Standard.",
"animationSpeed": "Slider: 0.5x, 1x, 2x. Scales all animation durations. Default: 1x.",
"autoSave": "Dropdown: 10s, 30s, 60s, Off. Default: 30s.",
"exportSave": "Button: Copies save string to clipboard. Toast: 'Save copied!'",
"importSave": "Button: Opens paste dialog. Validates save string. Toast: 'Save loaded!' or error.",
"hardReset": "Button (red border): Opens confirmation dialog. 'Wipe ALL data including Echoes and Silence? This cannot be undone.' Confirm → reset to fresh game state."
}
},
"echoShop": {
"description": "Panel for purchasing Echoes (permanent upgrades). Unlocks at 15 minutes.",
"layout": "Grid of Echo cards (2-3 columns, scrollable). Each card shows Echo name, cost, effect, current level.",
"cardStructure": "```\n+------------------------------------------+\n| [Echo Icon] Efficient Forks Lvl: 2 |\n| -20% Tuning Fork cost per level |\n| Cost: 3 * 1.5^2 = 6.75 → 7 Silence |\n| [UPGRADE (7 Sil)] [MAX INFO] |\n+------------------------------------------+\n```",
"states": {
"affordable": "Upgrade button green. Click to purchase.",
"cannotAfford": "Upgrade button gray. Cost red.",
"maxed": "For limited Echoes (Cadence Knowledge), shows 'MAX' and disables button. For unlimited Echoes (Efficient Forks), always shows next cost."
}
},
"resonanceTree": {
"description": "Skill tree panel. Unlocks at 30 seconds (10 Harmonics = 1 RP).",
"layout": "As per skillTreeRenderer above. Three-branch tree with hexagonal nodes.",
"categories": {
"frequencyFocus": "Left branch, cyan theme. Nodes: F1-F6.",
"resonanceMastery": "Center branch, green/yellow theme. Nodes: R1-R6.",
"harmonicEfficiency": "Right branch, purple/orange theme. Nodes: H1-H6.",
"crossBranch": "Bottom row, silver diamonds. Nodes: X1-X3."
},
"purchaseBehavior": "Click node → if affordable and available, deduct RP, fill node, unlock child nodes. Play purchase sound. Flash node white briefly."
}
},
"feedbackSystems": {
"visualFeedbackCatalog": {
"purchaseUpgrade": {
"feedback": "Card flashes white (scale 1.0 → 1.1 → 1.0 over 300ms). Currency counter decrements with count-down animation. Toast appears: '[Upgrade Name] purchased!'. Sound: satisfying 'ping' (sine wave, higher pitch for more expensive items).",
"duration": "300ms",
"implementation": "CSS animation class: .purchase-flash { animation: purchaseFlash 300ms ease-out; } @keyframes purchaseFlash { 0% { transform: scale(1); } 50% { transform: scale(1.1); filter: brightness(1.5); } 100% { transform: scale(1); } }"
},
"cannotAffordClick": {
"feedback": "Card shakes left-right. Cost text flashes red. Brief error sound (low-pitch buzz).",
"duration": "200ms",
"implementation": "CSS animation: .shake { animation: shake 200ms ease-in-out; } @keyframes shake { 0%, 100% { transform: translateX(0); } 25% { transform: translateX(-5px); } 75% { transform: translateX(5px); } }"
},
"currencyMilestone": {
"feedback": "Currency display briefly glows (scale 1.0 → 1.1 → 1.0). Toast notification slides in from right. Sound: chime (two ascending notes).",
"duration": "1s (glow), 3-5s (toast)",
"implementation": "CSS animation + toast component. Trigger: when currency crosses threshold (e.g., every 1000 Frequency for first 10K, then every 10K)."
},
"newUnlock": {
"feedback": "Tab/button glows/pulses. Notification dot appears (small red circle on button). Optional toast if major unlock (e.g., first Fork).",
"duration": "Until clicked (glow loops), toast 3s",
"implementation": "CSS animation: .pulse { animation: pulse 2s infinite; } @keyframes pulse { 0%, 100% { opacity: 1; } 50% { opacity: 0.5; } }"
},
"prestige": {
"feedback": "Screen fades to white (2s). Audio crescendos into orchestral swell. Prestige screen unfolds from white with inhalation sound. Particle burst (white motes) during whiteout.",
"duration": "1-2s",
"implementation": "CSS transition + canvas particles. .whiteout { opacity: 0; background: white; transition: opacity 2s ease-in; }"
},
"skillNodePurchased": {
"feedback": "Node fills with color (fade from 40% to 100% opacity). Connection lines light up. Ripple effect spreads to adjacent nodes. Sound: soft 'click-ping'.",
"duration": "500ms",
"implementation": "CSS transition on fill, SVG line animation for connections. Canvas ripple overlay."
},
"achievementEarned": {
"feedback": "Toast slides in from right with gold border. Brief screen flash (subtle white pulse). Satisfying pop sound (major triad chord).",
"duration": "3s (toast), 500ms (flash)",
"implementation": "Toast component + screen overlay flash. Audio: synthesized chord (C-E-G)."
},
"resonatorClick": {
"feedback": "Ripple effect spreads from click point (canvas animation). Sound plays (sine wave tone, pitch varies by Resonance level). Frequency counter increments. Resonance meter rises.",
"duration": "300ms (ripple animation)",
"implementation": "Canvas particle system. Each click spawns 8-12 ripple particles that expand and fade. Audio: oscillator.frequency = 200 + (resonance * 5) Hz."
},
"greatCadence": {
"feedback": "Screen gently zooms in (scale 1.0 → 1.1 over 2s). Colors shift warmer (overlay orange tint at 20% opacity). Audio key modulates up (pitch shift +20%). Cadence timer glows gold. Toast: 'The Great Cadence—a moment of perfect resonance!'",
"duration": "10s (Cadence duration), transitions 2s",
"implementation": "CSS transform: .cadence-zoom { transform: scale(1.1); transition: transform 2s ease-out; }. Audio: Web Audio filter frequency ramp."
},
"dissonance": {
"feedback": "Red jagged cracks appear at screen edges (canvas overlay). Screen shakes briefly. Meter flashes red. Toast: 'Dissonance fractures production! -10% per stack.' Sound: dissonant chord (minor second interval).",
"duration": "1s (shake), persistent (cracks until cleared)",
"implementation": "Canvas crack overlay (pre-rendered images or procedural drawing). CSS shake on body element."
}
},
"numberFormattingRules": {
"ranges": [
{
"range": "0 - 999",
"format": "Whole number",
"example": "742"
},
{
"range": "1,000 - 999,999",
"format": "With commas",
"example": "12,345"
},
{
"range": "1M - 999.9M",
"format": "Suffix",
"example": "1.5M"
},
{
"range": "1B - 999.9B",
"format": "Suffix",
"example": "42.3B"
},
{
"range": "1T+",
"format": "Suffix",
"example": "1.2T"
}
],
"rates": "1 decimal place, prefixed with '+'. Example: '+12.3/s'. If rate is 0, show '0.0/s'."
},
"progressBars": {
"style": "Rounded corners (border-radius: 4px). Subtle gradient fill (left-to-right, darker to lighter).",
"color": "Matches context: green for optimal zones, yellow for bonus, red for critical. Can use gradient for multi-state bars.",
"label": "Percentage on right (e.g., '67%'). Optional: current/max below bar (e.g., '337 / 500 Deep Harmonics').",
"animation": "Smooth CSS transition on width (200ms). No jumpy updates."
}
},
"responsiveConsiderations": {
"minimumWidth": "1280px",
"maximumWidth": "Full viewport (no cap). UI scales with window.",
"scalingApproach": "Use CSS viewport units (vw, vh) for main layout. Resize font sizes proportionally with clamp(). Example: font-size: clamp(12px, 1vw, 16px).",
"panelCollapseBehavior": {
"desktop": "All panels visible. Layout as described in masterLayout.",
"tablet": "Condense bottom buttons (stack vertically instead of horizontally). Reduce padding.",
"mobile": "Stack Amplifier grid below Resonator (instead of concentric rings). Collapse currency displays to toggle (tap to cycle through). Tabs replace some on-screen elements."
},
"touchTargets": "Minimum 44x44px for all clickable elements (Apple HIG standard). Larger (60x60px) for primary actions (Resonator)."
},
"accessibility": {
"contrastRatios": "All text meets WCAG AA minimum 4.5:1. Use https://webaim.org/resources/contrastchecker/ during implementation.",
"focusIndicators": "Visible outline for keyboard navigation. Outline color: accent cyan (#00d4ff), 2px solid. Outline offset: 2px.",
"screenReader": {
"currencyUpdates": "Use aria-live regions for currency displays. Example: <div aria-live='polite' aria-atomic='true'>Frequency: 1,234 Hz</div>. Updates announce: 'Frequency: 1,234 Hertz'.",
"buttonLabels": "All buttons have aria-label. Example: <button aria-label='Purchase Bass Tuning Fork for 15 Frequency'>.",
"resonanceMeter": "Provide textual alternative. Example: <div role='progressbar' aria-valuenow='67' aria-valuemin='0' aria-valuemax='100' aria-label='Resonance meter, currently 67 percent'>"
},
"reducedMotion": {
"mediaQuery": "@media (prefers-reduced-motion: reduce) { * { animation-duration: 0.01ms !important; transition-duration: 0.01ms !important; } }",
"effect": "Disables all animations while preserving functionality. Players who get motion sickness can still play."
},
"keyboardNavigation": {
"tabOrder": "Logical flow: Resonator → Tuning Forks (clockwise) → Amplifier slots → Bottom buttons.",
"shortcuts": "No hotkeys required, but consider: Space = click Resonator, 1/2/3 = purchase Forks, Esc = close modals."
},
"colorBlindness": {
"consideration": "Use both color AND symbols/icons to distinguish currencies. Example: Frequency = cyan + ripple icon, Deep Harmonics = purple + orb icon.",
"tools": "Test with color blindness simulators (e.g., https://color.oracle.gov/)."
}
},
"progressiveDisclosure": {
"philosophy": "Only show UI elements for systems the player has unlocked. Empty tabs are confusing. When a system unlocks, its UI appears with animation/glow to draw attention.",
"unlockSequence": {
"0s": "Resonator (center), Frequency counter (top-left), Resonance meter (top-center, visual only)",
"30s": "First Bass Fork button appears (glow animation). Resonance meter shows numeric percentage for first time.",
"45s": "After first Fork purchase: Deep Harmonics counter appears, Amplifier Slot 1 button lights up",
"90s": "After first Amplifier unlock: Tier 1 slot grid visible (inner ring)",
"150s": "Mid Fork button appears (150 total Harmonics). Warm Harmonics counter (dimmed)",
"180s": "First Quiet Moment: Silence counter appears (top-right)",
"240s": "Resonance becomes interactive: meter now triggers bonuses/warnings",
"300s": "Treble Fork appears (500 total Harmonics). Bright Harmonics counter (dimmed)",
"480s": "First Silence Creature (Whisper Moth): Creature dock activates (bottom-left)",
"600s": "First Great Cadence: Cadence timer visible (bottom-center)",
"720s": "Polyharmonic slots unlock (all three tiers active)",
"900s": "Echo shop opens (button appears: 'Echoes')",
"1200s": "Resonance Tree fully visible (all branches unlocked)",
"1800s": "Prestige button appears (locked, grayed out)",
"2000s": "Master Chord blueprint appears (progress tracking)"
},
"tabAppearanceAnimation": "When a new system unlocks (e.g., Echoes at 15 minutes), the button appears with: (1) Scale from 0 to 1 over 500ms, (2) Glow effect (box-shadow pulse), (3) Small 'NEW!' badge for 30 seconds."
},
"qualityCheck": {
"currenciesAlwaysVisible": "✓ Frequency, Harmonics, Silence, and Resonance are in header bar (always visible). Never hidden behind tabs.",
"everyUIElementHasStates": "✓ Upgrade cards specify locked/available/affordable/maxed states. Buttons, slots, nodes all have visual states.",
"feedbackForEveryAction": "✓ Visual feedback catalog covers purchase, fail, milestone, prestige, skill purchase, achievement, click, Cadence, Dissonance.",
"colorPaletteContrast": "✓ All colors checked against dark background (#1a1a2e). White text on dark = 14.4:1 contrast (excellent).",
"asciiLayoutsDetailed": "✓ Master layout, Amplifier grid, component cards all have ASCII diagrams for developer reference.",
"tabUnlockConditionsMatchProgression": "✓ Unlock sequence aligns with progression.json (e.g., Echoes at 15 min, Master Chord at 20 min, prestige at 28-30 min).",
"numberFormattingFullRange": "✓ Covers 0 to 1T+ with suffixes (K/M/B/T) and decimals for rates.",
"prestigeUIShowsAllInfo": "✓ Prestige panel shows Silence bonus breakdown (from prestige.json), reset/keep lists, confirmation dialog.",
"skillTreeRendererImplementable": "✓ CSS Grid/Flexbox layout, SVG lines, hexagonal shapes (CSS clip-path). All doable in vanilla CSS.",
"accessibilityCovered": "✓ Contrast ratios, focus indicators, screen reader support (aria-live), reduced motion, keyboard nav.",
"componentVisualAndInteractionSpecified": "✓ Every component specifies appearance AND behavior/hover/click effects.",
"worksAt1280x720": "✓ Layout uses viewport units, stacks on smaller screens. Minimum width specified. No fixed-width elements that would break."
}
}