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LED And Gesture Reference

app features preview

A quick map of the colors, animations, and button gestures used across NexTurn.

game modes preview
  • Green means active, selected, joined, Leader, or game-complete success depending on context.
  • Blue means Follower, waiting, or connected state.
  • Purple means on-deck in Turn Order, countdown in Simultaneous or Buzzer, all-ready round reset in Simultaneous or Hybrid, or the midpoint of a Switchback stage.
  • Amber means ready, passed, scanning, or player-budget warning. In the last 10 seconds of Simultaneous, Hybrid follower, or Buzzer countdowns, purple accents separate warning amber from ready amber.
  • Red means disabled, timed out, expired player budget, update error, or another state that needs attention.
  • Teal means menu framing or an Advanced Game stage change.
  • White means start-player marker or turn-order capture.
  • Two adjacent green pixels in Hybrid mark the active leading player without covering ready/pass feedback.
  • Player Colors mode and View Players use each player’s assigned color. Countdown and timeout/error feedback stay visible by reserving part of the ring for player color and using the rest for progress.
  • Cooldown and Buzzer add their own recovery and lockout feedback while keeping the same warning and error color language.
advanced games preview
  • Four breathing points mean a stable waiting, ready, passed, or value state.
  • Spinning tails mean this beacon is active or the system is showing an in-progress operation.
  • Purple wipe means a synchronized round reset in Simultaneous or Hybrid, or the midpoint turn in Switchback.
  • Regular Turn Order round wraps do not show the purple wipe; they continue directly to the next active player.
  • Teal wipe means an Advanced Game moved to a new stage.
  • Green pulses with color sparkles mean an Advanced Game completed.
  • Menu animations do not show the start-player marker; the menu only shows the current page and value.
menu preview
  • Primary/Top tap advances the active turn or marks this player ready, depending on mode.
  • Hold every player’s Primary/Top together to enter turn-order capture; release beacons one at a time to set the order.
  • If Pass Round is enabled, hold Primary/Top for about 2 seconds until amber feedback appears, then release to pass.
  • Hold Primary/Top, then short press side/menu to undo one turn or undo only this player’s ready/pass state. Releasing Primary/Top commits the undo immediately.
  • Hold Primary/Top, then short press side/menu twice to manually advance the current Advanced Game stage.
  • Hold Primary/Top, then hold side/menu for about 2 seconds to claim the active turn for that beacon. In Advanced Game stages with start-player movement set to Claimed, the same gesture claims the next first-player marker instead.
  • Hold side/menu for about 2 seconds, then release to enter or exit the menu.
  • Inside the menu, short press side/menu to move pages and press Primary/Top to change the page value.

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