Asteroids+ — picker & Drydock mocks v3

v2 → v3: the interaction workflow is now explicit (v2 left touch users buying blind), and desktop frames were added. Still: per-upgrade laser icons, whole pool on one screen, zero scrolling.

The workflow (how you read before you buy)

Mouse (desktop): hovering a card focuses it — nothing to learn, you see descriptions as you sweep; click buys/picks immediately (descriptions are also printed on the cards on desktop, so there's no blind buy).

Touch (phone, both orientations): first tap = select — the card highlights and its full description appears in the rail (landscape) / the line under the credits (portrait). Second tap on the same card = buy / take. Tapping a different card just moves the selection. The rail also shows a big BUY ◈ 22 / TAKE ▶ button for the selected card — same action, thumb-sized. Two-step on touch is deliberate: it kills accidental mid-run buys/picks too (the splash-leak class of bug).

1 · Level-up picker — landscape (3-per-row, now with icons)

‹ MENU · KOMYO ›
🔊🏆
Rapid FireLV 1 → 2
Orbital ShardNEW · 6w
MagnetLV 2 → 3
LEVEL 7
Choose an upgrade · 2 pending
Rapid Fire — shoot faster (-cooldown).
780 × 390 — tap selected Rapid Fire → desc + TAKE appear in the rail; 2nd tap on the card also takes it

2 · Level-up picker — portrait (3 stacked, icons left)

‹ M · K ›
🔊
LEVEL 7
Choose an upgrade · 2 pending
Rapid Fire Shoot faster (-cooldown). LV 1 → 2
Orbital Shard +1 shard orbiting your ship. NEW · 6w
Magnet Wider XP pickup radius. LV 2 → 3
390 × 700 — portrait keeps the per-card description (room to spare)

3 · Drydock — landscape: full pool, 4 × 3, no scrolling

All 12 shop upgrades visible at once (icon + name + level/cost — the focused card's description reads in the rail). Unaffordable dims. If the pool ever grows past 12, the grid adds a 5th column before it would ever scroll.

‹ MENU · KOMYO ›
🔊🏆
Rapid Fire1/3 · ◈ 29
Spread ShotNEW · ◈ 22
Heavy Rounds2/5 · ◈ 47
Long ShotNEW · ◈ 13
PiercingNEW · ◈ 20
Shield1/2 · ◈ 36
Reinf. HullNEW · ◈ 18
Thrusters1/3 · ◈ 21
Orbital ShardNEW · ◈ 26
DroneNEW · ◈ 28
Nova PulseNEW · ◈ 24
Auto-FireMAX · —
DRYDOCK
Spread Shot — +1 projectile in a wider arc.
780 × 390 — 12/12 visible, CONTINUE pinned

4 · Drydock — portrait v2: full pool, 2 × 6, no scrolling

Rejected v1's scrolling list. Now a 2-column, 6-row grid — all 12 upgrades on screen with the header and actions pinned. Cards are icon + name + level/cost (icons carry the recognition); the focused card's description shows in the line under the credits, same as landscape. Grows to 2×7 before it would ever scroll.

‹ M · K ›
🔊
DRYDOCK
Spread Shot — +1 projectile in a wider arc.
Rapid Fire1/3 · ◈ 29
Spread ShotNEW · ◈ 22
Heavy Rounds2/5 · ◈ 47
Long ShotNEW · ◈ 13
PiercingNEW · ◈ 20
Shield1/2 · ◈ 36
Reinf. HullNEW · ◈ 18
Thrusters1/3 · ◈ 21
Orbital ShardNEW · ◈ 26
DroneNEW · ◈ 28
Nova PulseNEW · ◈ 24
Auto-FireMAX · —
390 × 700 — first tap selects (desc under credits), BUY confirms; 2nd tap on the card also buys

5 · Desktop — picker (3 across, full descriptions on-card)

Desktop has room, so nothing is hidden: 3 equal columns with icon, name, description and level — hover focuses, one click picks (no two-step needed when you can read everything). Shown at 65% scale of a 1280×800 window.

‹ MENU · KOMYO ›
🔊🏆
LEVEL 7
Choose an upgrade · 2 pending
Rapid Fire Shoot faster (-cooldown). LV 1 → 2
Orbital Shard +1 shard orbiting your ship. NEW · 6w
Magnet Wider XP pickup radius. LV 2 → 3
~1280 × 800 (scaled) — replaces today's 2+1 orphan layout

6 · Desktop — Drydock (2-col, unchanged shape + icons)

Today's desktop drydock already works — 2 columns, full descriptions per card, hover + click-buys. It only gains the icons (and the whole pool fits a 1280×800 window without scrolling already).

‹ MENU · KOMYO ›
🔊🏆
DRYDOCK
Spread Shot +1 projectile in a wider arc. NEW · ◈ 22
Rapid Fire Shoot faster (-cooldown). LV 1/3 · ◈ 29
Heavy Rounds +bullet damage. LV 2/5 · ◈ 47
Piercing Bullets pass through +1 enemy. NEW · ◈ 20
…8 more cards (all visible in the real window)…
~1280 × 800 (scaled, truncated here) — today's layout + icons, no behavior change

Icon key (one per upgrade, reused everywhere)

Rapid = stacked dashes → · Spread = fan of rays · Heavy = fat slug · Long = long arrow · Piercing = line through two rocks · Shield = shield · Hull = double hexagon · Thrusters = chevrons + burn line · Orbital = orbit + shard · Drone = wingman + signal · Nova = radial burst · Auto-Fire = crosshair · Magnet = horseshoe (level-up only). Same 24×24 stroke style as the ship art; drawn once as tiny canvas/SVG painters in the game, reused by picker + drydock + (later) buff toasts in the HUD.

Implementation shape (APPROVED 2026-07-03, implement in session 8): a kit shop-group option for fixed no-scroll grids (landscape 4-col / portrait 2-col, `1fr` rows so cards compress to fit) + an icon: painter per choice (like cards' `preview:`), + the focused-choice description surfacing in the hint line, + touch two-step select→buy with the rail BUY/TAKE button. No QUIT TO MENU in the shop — leaving happens via the nav ‹ Menu (with its confirm), the shop keeps only CONTINUE. All kit-level — a future cosmetics shop inherits everything.