◆Game UI & game feel

HUDs, hit stop, screen shake, cooldowns — how games create “juice”, and what it’s called. — 18 entries

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HUD (Heads-Up Display)HUD (헤드업 디스플레이)

The always-on screen-space layer that surfaces health, minimap, and cooldowns without covering the action underneath.

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Health Bar (Delayed Ghost Bar)체력바 (고스트 딜레이)

A health bar where the real fill drops instantly on a hit while a lighter "ghost" layer lags behind, visually showing exactly how much damage just landed.

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Minimap미니맵

A scaled-down map tucked in a screen corner that keeps showing the player’s position relative to nearby enemies and allies at a glance.

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Damage Numbers데미지 숫자

Numbers that pop up from the hit point and float upward as they fade — crits get a bigger size and a different color.

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Screen Shake화면 흔들림 (스크린 셰이크)

A brief, decaying camera jolt on big impacts — hits, explosions — that sells the sense of physical force.

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Hit-Stop히트스톱 (타격 정지)

Freezing all motion for a handful of frames right at the moment of impact, to make a hit land with weight.

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Juice주스 (juice)

Layering extra, non-functional feedback — squash, shake, particles, color pops — onto an action that works identically without it, purely to make it feel better.

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Loot Rarity Tiers아이템 등급 색 (루트 레어리티)

A color ladder — common through legendary — applied to item borders and glow so value reads instantly, without reading a word of text.

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Cooldown Ring쿨다운 링

A dark radial wedge over a skill icon that sweeps away like a clock hand, showing exactly how much cooldown remains.

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Dialogue Box대화창 (다이얼로그 박스)

Portrait, typewriter text, and a "continue" cue bundled together to walk the player through NPC dialogue one line at a time.

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Skill Tree스킬 트리

A branching web of nodes and connecting lines that shows which abilities must be unlocked before others become available.

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Inventory Grid인벤토리 그리드

A uniform grid of item slots, with newly acquired ones flagged by a badge or shimmer so they stand out from the rest.

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Quest Tracker퀘스트 트래커

A persistent panel listing the current objective and its sub-tasks, checking each one off as the player completes it.

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Crosshair조준점 (크로스헤어)

The center-screen mark that reveals firing accuracy in real time — spreading while moving or firing, tightening at rest.

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Combo Counter콤보 카운터

A number that climbs with every successive hit, punching bigger on each step — and resets to zero if the next hit doesn’t land in time.

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Level-Up Burst레벨업 연출

A bouncy banner that pops in the instant a character levels up, with light rays bursting outward behind it to mark the moment.

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Loading Tips로딩 팁

Gameplay tips that rotate every few seconds beneath a filling progress bar, giving the wait something to do besides just watching a bar.

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Diegetic UI다이제틱 UI (세계관 내 UI)

Showing information as an object that exists inside the game world — a wrist display, a dashboard gauge — instead of overlaying it on the screen.