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U6: Add sensory corruption, micro-audio, and intensity controls #22

@breadback00-dev

Description

@breadback00-dev

Parent: #16

Purpose

Give the horror layer felt texture while preserving usability and player control.

Scope

  • Add phase classes for subtle palette cooling, text shimmer, timestamp jitter, and evidence-card pulse.
  • Use CSS variables and existing component patterns to avoid layout shifts and unreadable text.
  • Add reduce-intensity and mute controls near existing reset/reference controls.
  • Implement micro-audio only after a user gesture.
  • Respect prefers-reduced-motion and disable motion-heavy effects under reduced intensity.

Target files

  • Case Box 001 - The Creator Who Left But Kept Posting/index.html
  • Case Box 001 - The Creator Who Left But Kept Posting/src/scripts/app.js
  • Case Box 001 - The Creator Who Left But Kept Posting/src/scripts/sensory-engine.js
  • Case Box 001 - The Creator Who Left But Kept Posting/src/styles/base.css
  • Case Box 001 - The Creator Who Left But Kept Posting/src/styles/layout.css
  • Case Box 001 - The Creator Who Left But Kept Posting/src/styles/components.css
  • Case Box 001 - The Creator Who Left But Kept Posting/tests/horror-engine.test.js
  • Case Box 001 - The Creator Who Left But Kept Posting/tests/sensory-engine.test.js
  • Case Box 001 - The Creator Who Left But Kept Posting/docs/psychological-horror-playtest.md

Acceptance checks

  • Audio never starts before a user gesture.
  • Mute stops current and future audio cues.
  • Reduced intensity removes motion-heavy effects while keeping state readable.
  • Sensory helpers map muted/reduced states to no-audio/low-motion presentation.
  • Desktop and 390px mobile layouts have no overlapping text after corruption classes are active.
  • Evidence, reconstruction, custody, and modals remain keyboard usable.

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