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UX/UI Design

Status: DRAFT — July 19, 2026
Source: Consolidated from battle-system.md §8, co-op-design.md §9, and meta-progression.md §3


Table of Contents

  1. Design Principles
  2. Screen Inventory
  3. Battle HUD
  4. Timeline Bar
  5. Unit Selection & Info
  6. Action Palette & Targeting
  7. Tooltip System
  8. Overworld Map
  9. Draft Screen
  10. Shop & Camp
  11. Hub Screen
  12. Main Menu & Settings
  13. Co-op UI
  14. Input Scheme
  15. Visual Style
  16. MVP Scope
  17. Open Questions

1. Design Principles

#PrincipleMeaning
1Everything is readable at a glanceDeterministic combat only works if the UI is clear. No hidden information.
2The timeline is the centerpieceIt's always visible. It's the primary reference point. Players think in ticks.
3Hover reveals, click commitsHover shows previews (damage, range, LOS). Click confirms the action.
4Tooltips are generousEvery number has an explanation. Every status has a tooltip. The game teaches itself.
5The UI is in on the jokeLoading tips, tooltip flavor text, and menu microcopy wink at the player. Not characters — the UI itself.
6Two clicks to any actionSelect unit → pick action → target tile. No nested menus in battle.

2. Screen Inventory

Screen Map

Main Menu
├── New Run → Draft Screen → Battle (loop)
│                           ├── Shop Screen
│                           ├── Camp Screen
│                           └── Victory / Defeat Screen
├── Continue Run → Battle
├── Hub (between runs)
│   ├── Timeline Tapestry (run history)
│   ├── Book of Fallen (permadead units)
│   ├── Echo Market (meta-progression shop)
│   ├── Roster (characters)
│   └── Synergy Codex (post-MVP)
├── Co-op Lobby → Draft → Battle (loop)
└── Settings

Screen Transition Flow

Boot → Main Menu
Main Menu → New Run → Draft → [Island 1 Node 1: Battle]
Battle → Victory → [Node Map: choose next node]
       → Shop → [Back to Node Map]
       → Camp → [Back to Node Map]
       → Boss Victory → [Next Island or Victory Screen]
       → Defeat → Defeat Screen → Hub

Hub → Main Menu or New Run

3. Battle HUD

Layout (1920×1080 reference)

┌─────────────────────────────────────────────────────────┐
│ [Turn Indicator]              [Island: Node Name]  [⚙️]  │  ← Top bar (40px)
├─────────────────────────────────────────────────────────┤
│                                                         │
│                                                         │
│                    GAME WORLD                           │  ← Main viewport
│                  (8×12 isometric grid)                   │     (fills center)
│                                                         │
│                                                         │
├─────────────────────────────────────────────────────────┤
│ [Undo]  [Unit Portrait] [HP ████░░ 18/25] [MP ██░░ 4/8] │  ← Info bar (80px)
│         [Aspects: K♦ F♢ M♢ D♢ U◇] [Status: ⚡Haste]     │
├─────────────────────────────────────────────────────────┤
│  Move: [⬆⬇⬅➡]  Act: [⚔Strike] [🏹Shoot] [🔥Fireball]   │  ← Action bar (120px)
│  [3 tiles]      [5 dmg]    [3 dmg]     [8 dmg AoE ⏳1]   │
├─────────────────────────────────────────────────────────┤
│ TICK:  1    2    3    4    5    6    7    8    9   10    │  ← Timeline bar
│  🟦You 🟦You  🔴Foe 🔴Foe 🔴Foe  🟦Ally 🔴Foe  🟦You 🔴Foe│     (100px, always visible)
│  ⚔️@3,4  🔥@6,2  🦷@5,4 ⚔️@2,3 ⏳🔥@4,4               │
└─────────────────────────────────────────────────────────┘

Zone Descriptions

ZonePositionSizeContent
Top barTop edge, full width40pxTurn indicator ("Your Turn" / "Enemy Phase"), island + node name, pause/settings button
Game worldCenterFlexible (fills remaining space)8×12 isometric grid. Free camera pan + zoom.
Info barAbove action bar80pxSelected unit portrait, HP/MP bars, aspect slot icons, status effect icons, quick stats (ATK/DEF/MAG/SPD on hover)
Action barAbove timeline120pxMove range slider, available actions as icon + name + damage preview buttons. Greyed out if on cooldown or insufficient MP.
Timeline barBottom edge, full width100pxHorizontal scrollable timeline. See §4.

Co-op Variant

ElementSoloCo-op
Turn indicator"Your Turn""Player 1's Turn" (blue) / "Player 2's Turn" (orange)
Timeline unitsAll greyP1 = blue, P2 = orange, Enemies = red
Unit infoStandard+ "Controlled by [Name]" badge
Ping overlayN/APing icons on grid (fade after 3s)
Partner previewN/APartner's planned move shown as translucent ghost (togglable)

4. Timeline Bar

Layout

┌──────────────────────────────────────────────────────────────┐
│ TICK:    1      2      3      4      5      6      7      8  │
│        [You]          [EnemyA]    [Ally]      [EnemyB]    [You]
│        Slash          Fireball    Heal@       Bite        ???
│        @(3,4)         lands(6,2)  (3,3)       @(5,4)
│                        ⚠ CANCEL?                            │
└──────────────────────────────────────────────────────────────┘

Entry Design

Each timeline entry is a card showing:

ElementDescription
PortraitUnit icon or character face (16×16 or 24×24)
Player colorBackground tint: blue (P1), orange (P2), red (enemy)
Action name"Slash", "Fireball", "Heal", etc.
Target indicator@(x,y) — grid coordinates of target
Charge indicator⏳N — ticks remaining until spell lands. Pulses when ≤ 2 ticks.
Cancel warning⚠ CANCEL? — appears when caster takes damage mid-charge
Damage previewNumber on target tile overlay (not on the timeline card itself)
(?) indicatorFor Dodge-enabled units: shows (?) instead of action name

Interaction

ActionResult
Hover entryHighlight the entry AND pulse the unit on the grid. Show full tooltip.
Click entryMove camera to that unit. If it's your unit and it's your turn: select it.
Horizontal scrollScroll through ticks. Current tick auto-centered.
Current tickHighlighted with bright border. "NOW" label.

Visual Priority

PriorityWhatVisual
CriticalSpell about to land (≤ 1 tick)Red pulse on ⏳ icon
CriticalUnit about to permadie (⚰️ counter at 1)Red flash on unit portrait
HighYour units about to act (next tick)Gold border on entry
HighEnemies acting this tickRed border on entry
MediumBuffs/Debuffs on unitSmall icon overlay on portrait
LowUnits acting in 3+ ticksGreyed out

Size & Scaling

  • Default: shows 5-8 tick entries visible at once.
  • Scroll to see earlier/future ticks.
  • Minimum card width: 80px per entry.
  • At 8 units + enemies: timeline may need 120-150px height with wrapped entries.

5. Unit Selection & Info

Selection Flow

  1. Click unit on grid (or click their timeline entry)
  2. Unit highlights with selection ring (team color)
  3. Info bar populates with unit data
  4. Move range overlay appears on grid (blue highlighted tiles)
  5. Action bar populates with available actions

Info Bar Content

┌──────────────────────────────────────────────────────────┐
│ [Portrait]  Brick  Lv.3  HP ████████░░ 18/25  MP ████░░ 4/8 │
│   Knight ⚔️  [K♦] [Alch F♢] [Horse M♢] [Parry D♢] [--- U◇]  │
│   ATK: 8  DEF: 10  MAG: 2  SPD: 5                          │
│   Status: ⚡Haste (2 ticks)  🛡️Fortified (2 ticks)          │
└──────────────────────────────────────────────────────────┘

Aspect Slot Icons

  • K♦ = Key (gold diamond)
  • F♢ = Function (blue diamond outline)
  • M♢ = Movement (green diamond outline)
  • D♢ = Defense (red diamond outline)
  • U◇ = Utility (grey diamond outline, empty at MVP)
  • Each icon shows the first letter or icon of the equipped aspect
  • Hover icon: tooltip with full aspect name + abilities

Enemy Unit Info (On Hover)

  • HP bar (shows current/max)
  • Active status effects
  • Telegraphed action: "Will cast Fireball at (6,2) — 8 damage"
  • Behavior archetype hint: "Behavior: Flanker — targets isolated units"
  • Does NOT show ATK/DEF/MAG/SPD unless Scout utility aspect is equipped

6. Action Palette & Targeting

Action Bar Layout

┌──────────────────────────────────────────────────────────┐
│  MOVE [3 tiles ████░░░░]  │  ACTIONS:                     │
│                           │  [⚔ Strike]  [🛡 Taunt]  [💪 Fortify] │
│                           │   5 dmg       Redirect      +5 DEF    │
└──────────────────────────────────────────────────────────┘

Move Input

  1. Unit selected → blue highlight overlay on all valid move tiles
  2. Hover tile → ghost of unit appears at that position
  3. Click tile → unit moves. Action bar stays; unit has moved but not acted.
  4. Movement range considers: base move + aspect bonuses + terrain costs + height costs
  5. Red tint on tiles that would trigger fall damage or hazards

Act Input

  1. Click action button in action bar
  2. Targeting mode activates:
    • Strike/Melee: Adjacent enemies highlighted red
    • Shoot/Ranged: Valid targets highlighted. LOS blocked targets grey with "No LOS" tooltip.
    • Cast/AoE: AoE template shown on grid. Hover to preview affected tiles.
    • Heal/Buff: Valid allies highlighted green.
    • Taunt/Debuff: Valid enemies highlighted purple.
  3. Hover target → damage/heal preview number appears on target
  4. Click target → action executes
  5. Right-click or Escape → cancel targeting, return to action bar

Damage Preview

When hovering a target during targeting:

  • Shows: Final damage number (after DEF/height/resistances)
  • Color: white (normal), green (advantageous, e.g. height bonus), red (disadvantageous)
  • Shows breakdown on hover tooltip: "Base 8 + Height +2 (10) - DEF 4 = 6"

Cooldown & MP Display

  • Actions on cooldown: greyed out with turn counter "⚔ Strike [2]"
  • Actions with insufficient MP: greyed out with MP cost in red
  • Once-per-battle actions: gold border, "⚡" icon

Undo

  • Button in bottom-left corner (or Ctrl+Z)
  • Undoes the last move only (not the full turn)
  • After acting: undo disabled. No take-backs on committed actions.
  • In co-op: each player undoes their own moves.

7. Tooltip System

Tooltip Triggers

TriggerContentDelay
Hover enemy on gridName, HP, telegraphed action, behavior hint200ms
Hover ally on gridName, HP, status effects100ms
Hover tileHeight tier, terrain type, hazard (if any), cover HP (if any)100ms
Hover timeline entryFull action details: ability name, target, damage, charge time100ms
Hover aspect iconAspect name, slot type, equipped abilities200ms
Hover status iconStatus name, effect, remaining duration100ms
Hover relic iconRelic name, effect200ms
Hover any number in damage previewBreakdown: base + modifiers - DEF = result50ms

Tooltip Design

┌──────────────────────────┐
│  Fireball                │
│  Type: Magical / Fire    │
│  Base Damage: 8          │
│  AoE: 2×2 tiles          │
│  Charge Time: 1 tick     │
│  Range: 4 tiles          │
│  MP Cost: 6              │
│  ─────────────────────   │
│  "It's a ball. Of fire.  │  ← Flavor text (comedic)
│   Do not catch."         │
└──────────────────────────┘

Tooltip Rules

  • Never obscure the tile/unit being hovered (offset up or right)
  • Maximum width: 300px
  • Auto-dismiss after 3 seconds of no movement OR on click
  • No tooltip stacking (only one visible at a time)
  • Flavor text is optional, italicized, grey. Can be toggled off in settings.

8. Overworld Map

Node Map Screen

┌─────────────────────────────────────────────────────────┐
│  Island 1: The Fractured Plains          [Squad Roster]  │
│                                                         │
│                         [👑 BOSS]                       │
│                            │                            │
│              ┌─────────────┼─────────────┐              │
│              │             │             │              │
│         [⚔️ FIGHT]    [🛒 SHOP]    [⚔️ FIGHT]           │
│         +Relic        +Equipment    +Relic              │
│              │             │             │              │
│              └─────────────┼─────────────┘              │
│                       [START]                           │
│                                                         │
│  Gold: 120    Relics: 3    Squad: 3/3                   │
│  [Continue]                                              │
└─────────────────────────────────────────────────────────┘

Node Display

  • Current node: pulsing border
  • Available next nodes: bright with full info (type icon, reward preview)
  • Future nodes (beyond next row): dimmed but icon visible
  • Completed nodes: checkmark overlay
  • Connections: visible lines. Locked connections: dashed line.
  • BOSS node: always visible with unique crown border

Interaction

  • Click available node → path highlights → "Travel" button appears
  • Hover node → tooltip: node type, enemy count (for fights), reward preview
  • Squad roster button (top-right): shows all units, their aspects, HP, status
  • "Continue" button: travel to selected node (or auto-select if only one path)

9. Draft Screen

Layout

┌─────────────────────────────────────────────────────────┐
│                    DRAFT YOUR SQUAD                       │
│                                                         │
│  ┌─────────┐  ┌─────────┐  ┌─────────┐                 │
│  │  Brick   │  │  Mira    │  │ [LOCKED] │                │
│  │  Knight  │  │  Mage    │  │  Pick    │                │
│  │  HP:35   │  │  HP:22   │  │  next    │                │
│  │  ATK:8   │  │  MAG:14  │  │          │                │
│  │ [Select] │  │ [Select] │  │          │                │
│  └─────────┘  └─────────┘  └─────────┘                 │
│                                                         │
│  ┌─────────┐  ┌─────────┐  ┌─────────┐                 │
│  │  Greta   │  │  Null    │  │  Lyric   │                │
│  │  (Locked)│  │  Shaman  │  │  Bard    │                │
│  │          │  │  HP:24   │  │  HP:22   │                │
│  │          │  │  MAG:11  │  │  SPD:10  │                │
│  │ [🔒 80 ] │  │ [Select] │  │ [Select] │                │
│  └─────────┘  └─────────┘  └─────────┘                 │
│                                                         │
│  Squad: 1/3 selected    [Confirm Squad]                 │
└─────────────────────────────────────────────────────────┘

Draft Rules

  • Player picks 3 units from a pool of 6 options.
  • Each option shows: character portrait, name, Key Aspect name, base stats.
  • Locked characters (not yet unlocked) show cost and lock icon.
  • Selected units fill slots 1-3. Click selected to deselect.
  • After 3 selected: "Confirm Squad" button enables.
  • Each selected unit gets 2 random Common flex aspects assigned automatically (can swap post-draft).

Co-op Draft

  • Shared pool of 6 units.
  • P1 picks first → P2 picks second → alternate until each has 3.
  • Both players see picks in real-time.
  • Starting flex aspects auto-assigned per player.

10. Shop & Camp

Shop Screen

┌─────────────────────────────────────────────────────────┐
│  🛒 SHOP — Island 1                          Gold: 120  │
│                                                         │
│  ┌──────────────┐  ┌──────────────┐  ┌──────────────┐  │
│  │ Short Sword  │  │ Leather Armor│  │ Potion ×2    │  │
│  │ ATK +4       │  │ DEF +3       │  │ Heal 30% HP  │  │
│  │ [Buy: 60g]   │  │ [Buy: 50g]   │  │ [Buy: 20g]   │  │
│  └──────────────┘  └──────────────┘  └──────────────┘  │
│                                                         │
│  ┌──────────────┐  ┌──────────────┐                    │
│  │ Phoenix Down │  │ Hire Unit ★  │                    │
│  │ Revive ally  │  │ Random Key   │                    │
│  │ [Buy: 150g]  │  │ [Hire: 100g] │  ← If slot open   │
│  └──────────────┘  └──────────────┘                    │
│                                                         │
│  Gold remaining after purchase: ___                      │
│  [Leave Shop]                                            │
└─────────────────────────────────────────────────────────┘

Camp Screen

┌─────────────────────────────────────────────────────────┐
│  🏕️ CAMP — Island 2                                    │
│                                                         │
│  ┌──────────────────────────────────────────────────┐  │
│  │  All units fully healed!                          │  │
│  │  All negative statuses removed.                   │  │
│  │  Free Aspect swap available for 1 unit.           │  │
│  └──────────────────────────────────────────────────┘  │
│                                                         │
│  ┌──────────────────────────────────────────────────┐  │
│  │  Brick: "So, anyone else notice the volcano       │  │
│  │  getting closer? Just me? Okay."                  │  │
│  │  Mira: "It's been getting closer for 847          │  │
│  │  timelines. You get used to it."                  │  │
│  └──────────────────────────────────────────────────┘  │
│                                                         │
│  [Swap Aspect]  [View Squad]  [Continue]                │
└─────────────────────────────────────────────────────────┘

11. Hub Screen

Layout

┌─────────────────────────────────────────────────────────┐
│  ⏱️ COMMANDER'S SANCTUM                    Echoes: 245  │
│                                                         │
│  ┌──────────────┐  ┌──────────────┐  ┌──────────────┐  │
│  │ 🧵 Timeline  │  │ 📖 Book of   │  │ 🛒 Echo      │  │
│  │   Tapestry   │  │   Fallen     │  │   Market     │  │
│  └──────────────┘  └──────────────┘  └──────────────┘  │
│                                                         │
│  ┌──────────────┐  ┌──────────────┐  ┌──────────────┐  │
│  │ 👥 Roster    │  │ 🏆 Achieve-  │  │ ⚙️ Settings   │  │
│  │              │  │   ments      │  │              │  │
│  └──────────────┘  └──────────────┘  └──────────────┘  │
│                                                         │
│  [New Run]  [Continue Run]  [Co-op]                     │
└─────────────────────────────────────────────────────────┘

Hub Tone

  • Quiet and contemplative. Slow music box version of main theme.
  • Starfield background with floating observatory elements.
  • Commander's Journal sits open in corner (flavor text updates based on last run).
  • The jokes happen in the run. The hub is where you reflect.

Sub-Screens

Timeline Tapestry:

  • Scrollable timeline of all past runs.
  • Each run = a glowing thread. Bright = victory. Dim = defeat.
  • Hover run: quick stats. Click: full run summary.

Book of Fallen:

  • Tome UI. Pages turn with animation.
  • Every permadead unit listed: name, Key Aspect, death cause, kills, damage dealt.
  • Last Will note displayed prominently.

Echo Market:

  • Grid of purchasable unlocks.
  • Unlocked: full color + checkmark. Locked: greyed + Echoes cost.
  • Categories: Key Aspects, Characters, Relic Slots, Squad Slots, Difficulties.

12. Main Menu & Settings

┌─────────────────────────────────────────────────────────┐
│                                                         │
│              CODEX ETERNAL: TACTICS                      │
│                                                         │
│              [New Run]                                  │
│              [Continue Run]                             │
│              [Co-op]                                    │
│              [Hub]                                      │
│              [Settings]                                 │
│              [Quit]                                     │
│                                                         │
│         "FFT's soul. ITB's brain. Disgaea's mouth."     │
└─────────────────────────────────────────────────────────┘

Settings

CategoryOptions
AudioMaster, Music, SFX, Voice sliders (0-100%)
VideoResolution dropdown, Fullscreen/Borderless/Windowed, VSync toggle
GraphicsQuality preset (Low/Med/High), sprite filtering mode
ControlsKeybindings (scroll to customize)
GameplayTooltip delay slider, Show flavor text toggle, Auto-end turn toggle, Camera pan speed
AccessibilityColorblind mode (deuteranopia/protanopia/tritanopia), Screen shake toggle, Subtitles toggle

Keybinding Defaults (M+KB)

ActionKey
Select unit / Confirm targetLeft Click
Deselect / Cancel targetingRight Click or Escape
Pan cameraMiddle-mouse drag or Edge scroll
Zoom cameraScroll wheel
Undo last moveCtrl+Z
End turnEnter or Space
Open pause menuEscape
Ping: Stack Here (co-op)1
Ping: Focus This (co-op)2
Ping: Danger (co-op)3
Ping: I've Got This (co-op)4

13. Co-op UI

Differences from Solo

ElementSoloCo-op
Main menu"New Run""Create Co-op Game" + "Join Co-op Game"
DraftPick 3 from pool of 6Alternate picks from shared pool
Turn indicator"Your Turn""Player 1's Turn" (blue pulse) / "Player 2's Turn" (orange pulse)
TimelineAll units greyP1 blue / P2 orange / Enemy red
Unit infoStandard+ "Controlled by [Player]" badge
UndoP1 undoes own movesEach player undoes own moves
RewardsP1 picksShared screen. Discuss. One player calls the pick.
ShopP1 spendsShared gold. Discuss purchases.
CampStandard banter+ Cross-player banter

Partner's Turn

  • Partner's units show translucent planned-move ghost on grid (optional, togglable)
  • Camera is free — can pan and hover to read telegraphs
  • Ping and emote available
  • "Waiting for [Player]" indicator with subtle pulse

Ghost Mode

  • Full-screen "GHOST MODE" overlay (semi-transparent)
  • HUD shows surviving partner's units only
  • Pings and emotes still available
  • Free camera to spectate
  • "Your partner is fighting to revive you" message

14. Input Scheme

Mouse-First Design

  • All primary interactions: left-click.
  • Cancel/back: right-click or Escape.
  • Camera: middle-mouse drag for pan, scroll wheel for zoom.
  • Edge scrolling also available for pan.

Why Not Controller (for MVP)

  • Targeting tiles on an 8×12 isometric grid is inherently pointer-driven.
  • Controller would require cursor-snapping to tiles (works, but not ideal).
  • Every tactical RPG with controller support (Fire Emblem, Disgaea) uses tile-snapping — it's slower but functional.
  • Defer to v0.3 when Steam Deck is evaluated.

15. Visual Style

Font

  • UI font: Clean sans-serif (TextMeshPro default or similar). Readable at small sizes.
  • Flavor font: Serif or hand-drawn for titles and narrative text (Commander's Journal, Last Wills).
  • Numbers: Monospace within the font. Damage numbers must align in columns.

Color Palette

UsageColor
Player 1Blue (#4A90D9)
Player 2Orange (#E8913A)
EnemyRed (#D94A4A)
HP barGreen (#4AD94A) → Yellow → Red (gradient)
MP barBlue (#4A90D9)
CT barPurple (#9B4AD9)
Damage numberWhite (normal) / Green (advantage) / Red (disadvantage)
Height indicatorGreen (+good) to Red (−bad) gradient
Common rarityGrey
Uncommon rarityGreen
Rare rarityBlue
Legendary rarityGold
UI backgroundDark semi-transparent (#1A1A2E at 85% opacity)

Visual Effects

EffectWhen
Screen shake (subtle)Boss attacks, large AoE spells, permadeath
Particle burstSynergy discovered, Legendary relic acquired, Victory
Tile pulseCharge spell about to land, dynamic event warning
HP bar flashTaking damage
Gold border glowUnit ready to act
VignetteUnit at low HP (<25%)

Comedic UI Flavor

  • Loading screen tips: "Tip: Gravity is not your friend. It's not anyone's friend. Gravity is a jerk."
  • Tooltip flavor text (optional, togglable).
  • Error messages: "You can't move there. There's a wall. The wall does not care about your plans."
  • Death recap: adds a procedurally generated Last Will to the Book of Fallen.

16. MVP Scope

Included

  • [x] Battle HUD (all zones: top bar, game world, info bar, action bar, timeline bar)
  • [x] Timeline bar with all interaction states
  • [x] Unit selection + info panel
  • [x] Action palette + targeting overlays
  • [x] Tooltip system (all trigger types)
  • [x] Overworld node map
  • [x] Draft screen (solo + co-op)
  • [x] Shop + Camp screens
  • [x] Hub screen (Timeline Tapestry, Book of Fallen, Echo Market, Roster)
  • [x] Main menu + Settings
  • [x] Co-op UI adaptations (turn indicator, color-coding, pings, ghost mode)
  • [x] M+KB input with keybinding
  • [x] Single-move undo
  • [x] Damage preview on hover
  • [x] Comedic flavor text on tooltips and loading screens

Deferred to Post-MVP

  • [ ] Controller support (v0.3)
  • [ ] Synergy Codex UI (v0.3)
  • [ ] Bestiary UI (v0.3)
  • [ ] Steam achievements UI integration (v1.0)
  • [ ] Colorblind mode (v0.3)
  • [ ] Advanced damage preview (full modifier breakdown on hover) — base damage only for MVP
  • [ ] Partner move preview in co-op (v0.3)
  • [ ] Screen shake toggle in settings (v0.2)

17. Open Questions

  1. Timeline bar orientation: Horizontal at bottom (proposed) vs vertical on the side? Horizontal matches ITB + most strategy games. Vertical gives more tick visibility. Recommend: horizontal for MVP.
  2. Minimap: A small minimap of the full grid in the corner? Useful for large maps, overkill for 8×12. Skip for MVP.
  3. Damage preview delay: Instant on hover, or 100ms delay? Instant feels responsive but may flicker during fast mouse movement. Recommend: 50ms delay.
  4. Action confirmation: Click-to-confirm (proposed) vs drag-and-release? Drag-and-release (like ITB) gives more tactile feedback. Click-to-confirm is simpler. Recommend: click for MVP, drag as option later.
  5. HP bar style: Segmented bars (like FFT, each segment = ~5 HP) vs continuous bar? Segmented is more readable for small HP pools (max ~40 HP). Continuous is simpler to implement. Recommend: continuous with numbers overlaid.
  6. Co-op gold sharing UI: How to show "this is our gold" vs "this is my gold"? Shared pool = single gold counter. Personal allowance = two counters. Recommend: shared pool for MVP (matches design).
  7. Loading screen: Static art with random tip? Or animated scene (Commander's observatory)? Recommend: static art + random tip for MVP.

Markdown is the canonical GDD source.