
Perk Point Allocation
Design the level-up perk allocation screen for a game where the player spends newly earned points on a list of perks. The moment should feel like a pause in progression, not a shop trip.
The core interaction is choosing from a set of class- or build-specific perks, like a wizard specializing into stronger spell paths. Show what each perk does, what it costs, and whether it can be taken now.
Make the build state visible: current perk points available, already chosen perks, and any prerequisites or locked branches that shape the next choice. The player should understand how this pick changes the character without opening another panel.
This is a decision screen, so the layout should help compare options fast. Prioritize clear hierarchy, strong selection feedback, and a clean path from reading a perk to confirming the allocation.
Group perks by branch or tier so the player can compare adjacent choices without scanning the whole list.
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