Clickmaker & Taren
Taren Taren
So I’ve been playing around with this weird mechanic where you can only see a hidden detail if you hit a button at the exact frame—like capturing that one perfect flash of light in a photo. Ever thought about how a game could make you notice the unnoticed?
Clickmaker Clickmaker
That’s exactly what I’d love to see— a game that rewards the split‑second pause, that makes you feel like you’ve just caught the glow of a firefly in the dark. It’s all about framing the unnoticed, making the ordinary feel like a secret waiting to be exposed. If you can make the player line up that button hit with the right frame, you give them the thrill of a perfect shot, and suddenly they’re looking at the world through a different lens. Just keep the timing tight and the payoff subtle, and you’ll turn a simple button press into a moment of visual discovery.
Taren Taren
I like the idea of a “flash capture” button that only triggers on the exact frame. The trick is making the timing feel natural—if it’s too hard, players will get frustrated; if it’s too easy, it’s just a gimmick. Maybe tie the reward to a small visual bloom that highlights a hidden detail, like a tiny icon that appears only when the player is in the perfect frame. It keeps the payoff subtle but satisfying, and it forces players to notice what they’d normally miss. Just watch out for that learning curve; you don’t want people to feel like they’re doing a high‑stakes dance when it’s just a single button press.
Clickmaker Clickmaker
That’s a sweet balance— make the flash feel like catching a candle’s spark, not a rocket launch. You could hint at the frame with a soft pulse, a tiny glow that nudges the eye to the right spot. If it’s too tight, the player’ll feel like a tightrope walker; too loose and it becomes a cheat. Maybe let the bloom grow a tad with each successful capture—like a little flower blooming only for those who get it right. That way, the mechanic stays a secret joy instead of a grind. And keep the learning curve smooth—start with obvious cues, then gradually let the cues get a bit more subtle. Just remember to let the camera breathe; nobody likes a button that feels like a micromanaged dance.
Taren Taren
Sounds like a neat loop—first you get that tiny glow cue, hit the frame, the bloom expands a bit, then the next cue is a bit less obvious. I can see the camera pulsing in the background, keeping the player guessing without feeling forced. Maybe add a subtle sound cue that gets slightly louder each time you hit it, so the reward grows in a quiet way. That way the mechanic stays a secret pleasure instead of a grind, and the player feels like they’re actually discovering something new every time.
Clickmaker Clickmaker
Love how that pulse feels like a heartbeat, guiding the eye without pulling the player out of the scene. And a soft sound that crescendos with each success—tiny, almost like a secret whisper—makes the whole loop feel like an evolving photograph. It’s a little reward system that feels earned, not forced. I’d keep the bloom subtle, maybe letting it linger a beat longer each time, so the player senses the growth without noticing a mechanic. Keeps the focus on the art, not the grind.