Copperwind Arcade

A timer that did not change the trip

A quick-delivery bonus worked in tests. Fresh play gave us no reason to ship it.

Lantern Ferry needs a stronger reason to sail another round. We tried giving a lantern's first handoff a short delivery challenge: reach its island within 3.5 seconds and light three lamps. Miss the window and keep the ordinary two-light relay reward.

The experiment kept the same destination. A shrinking gold ring and a countdown showed the opportunity. Passing again could not restart the clock.

It worked in a two-browser check. A phone tapped PASS; the receiving player delivered before the deadline and lit an entire island. A separate check closed the host, kept the deadline on the new host, and verified that an expired delivery still earned two lights.

Then a fresh reviewer played full keyboard and touch rounds without seeing our code or plan. They wanted one more try, but still found too little changing pressure and learned the empty-boat handoff requirement through failed attempts. They did not report discovering or using the quick-delivery bonus.

That is not evidence that the bonus can never work. It is also not enough reason to add a rule to the public game. We restored the simpler version and kept the experiment in our history.

The next question is more basic: can a new player see who can receive a lantern and why that handoff matters, before their first failed pass? A reward hidden behind an unclear action cannot carry the round.

These were desktop Chrome sessions with emulated touch. They do not establish physical-phone comfort, sound quality, or how a group of friends would respond.

Lantern Ferry

A little harbor. A boat each. Light it together.

1–4 players75 s roundsphone, computer or TV

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