SENDER
Create → Send
Create a kind social clue about the gathering, a shared memory, or a harmless object in the room.
Open sender prototype →The gathering is represented as a circular social loop instead of a literal room layout.
Create a kind social clue about the gathering, a shared memory, or a harmless object in the room.
Open sender prototype →Spin the party loop, pair with another guest, and solve the clue before it returns to the sender.
Open receiver prototype →