Component Library
Every building block used in the Kelomin Survivors interface. Use the toolbar to switch UI styles and accent colors.
CSS custom properties from the design system. Background, text, and accent colors form the palette foundation.
Zain for display and headings, Nunito Sans for body. Both default to bold weight.
The foundational wrapper for all content areas. Title bar with body content below.
Single stat display with icon, level indicator, XP progress bar, name, and value.
Ability list item with icon, name, type badge, description, and energy cost.
Character selection card with portrait, element badge, name, and level.
Inventory grid item with icon and stack count badge.
Small tag showing a Kelomin's elemental type.
XP and stat level bars. Color adapts to selected Kelomin's element.
Hover-triggered info popups via data-tooltip attribute.
Circular icon containers used in stat rows and ability entries.
CSS animation classes for staggered page load reveals.
Player health display with fill gradient and text overlay.
Experience bar with level badge and gold gradient fill.
Currency and resource counters with icon and value.
Run timer displaying elapsed time.
Upgrade choice cards shown when leveling up. Border color indicates rarity.
Detailed tooltip for trinkets/items with stats.
End-of-run summary rows with icon, label, value.
Slide-in notifications with icon, title, and message.
Tab bar for switching between panels or categories.
Ability icon with conic-gradient cooldown sweep overlay.
Horizontal spell bar with radial energy fill. Based on AbilityBarController + AbilityEnergyIconController.
Shows equipped spells and charms with level badges. Based on SpellDisplayController + CharmDisplayController.
Toggleable stat list shown during gameplay and level-up. Based on StatsPanelController.
Grid of collected trinkets with stack counts and rarity borders. Based on TrinketDisplay.

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Popup shown when acquiring a new trinket. Pauses gameplay. Based on TrinketRevealController.
Contextual key prompts shown near interactable objects. Based on InputHintView.
In-game HUD showing health, XP, timer, abilities, and resources.
Full-screen upgrade selection overlay with 3 choices.
End-of-run summary screen with stats recap and action buttons.


















