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Spell-crafting interface

client parked

repo: land-of-lor · updated 2026-08-05

What this is

The player-facing UI/UX for creating things: laying out a recipe’s spatial pattern (items/elements into slots), seeing which slots are open (any element) vs. keyed (one specific element, shown as a “ghostly hexagram” per docs/README.md §8), and — for Complex Items — the ongoing legibility of their formula (port levels, what’s required, what happens at zero).

Why it exists

This is the single most-touched surface in the game, ties directly to the recipes/formulas system (land-of-lor/docs/README.md §8, RECIPES.md, slots-and-items.md), and is explicitly meant to hide most of the underlying complexity. The design docs are unusually clear about the feel this needs, even though the visual/interaction design itself hasn’t started:

“Little Alchemy 2 onboarding feel. No tutorial; immediate play; smoosh things together and it makes sense.” — docs/README.md §12

“Most players won’t want to memorise 64 Hexagrams… I think the Elements are, by and large, hidden — and Slots are filled by Items, not by raw Elements.” — RECIPES.md

There’s also a live, unresolved tension in the source material worth carrying into design: the ground-as-casting-table idea (“I like the casting table on the ground idea — that is the template,” RECIPES.md) versus the cauldron/sequential-ingredient-drop idea from the Little Witches voice note (thought-specs/little-witches.md) — two different interaction models for the same underlying recipe-matching mechanic.

Scope

Non-goals

Key open questions

Relevant docs

Status

2 backlog

Next: Parked — not being worked right now.

Deliverables (1)

Tasks (2)

backlog (2)

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