system

Use when

Managing items/state is becoming a chore, or the HUD is crowding the play.

What it is. The interface is where the game reveals its state and takes your input — HUD, inventory, menus, tooltips. Not chrome bolted on after; a design surface you tune like any mechanic. Inventory is the special case everyone gets wrong: a container of items you sort, equip, and discard.

Player fantasy / why it’s fun. Two pulls. The loadout — “these are my tools, chosen by me, and I own the consequence.” And the glance — the screen tells me exactly what I need in the split-second I need it, and I trust it. When the UI disappears into the play, the player feels competent, not administrated.

When to use / when NOT

Variants

VariantConstraintFeels likeReference
Grid / TetrisSpace and item shapeSpatial packing puzzleResident Evil 4 attaché, Escape from Tarkov
Flat slot limitCount only (N slots)Clean loadout choiceanchor-slay-the-spire relics, anchor-hades boons
Weight / encumbranceTotal mass budgetAgonizing “what do I drop”anchor-rimworld, Skyrim
Sortable listNone — pure organizationAdmin, spreadsheetanchor-stardew-valley chests, anchor-minecraft
Diegetic / in-worldPhysical space in fictionImmersive, tenseDead Space rig, anchor-dishonored
Card handDraw + hand capTactical jugglinganchor-balatro, genre-deckbuilder

Twist seams

Tuning levers

How it wires to Hayao

Fails when…

Verify

Interface is a feel surface — prove it in [[design/JUICE.md]]. The bar: can a first-time player find and act on the state they need without a tutorial, and does opening/sorting the inventory cost near-zero friction? Judge the look from a headless render (Invariant 5), assert item/equip state via the sim’s probe/hash — never eyeball counts. If the HUD reads as debug scaffolding rather than shipped chrome, run the judge skill against design/JUDGE.md.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.