After I roughly confirmed the direction of my game, I drew a UI layout for my game. In the picture, you can see the game’s backpack, interactive arrows, a system called emotion value, and the avatar of the game’s main character.
I also made a picture to explain this UI in detail.

UI Layout
I also made a picture to explain this UI in detail.

My initial thought was that players could not directly observe the tendency of their karma at all. They could only understand whether they had deviated from the path they wanted by observing the environment and events within the game. However, last week, Accessibility was mentioned, so I still decided to add an “emotinon” progress bar to express the emotions the protagonist is currently experiencing. The lower the karma, the lower the emotion value; conversely, the higher the karma, the higher the emotion. This way, it will be more convenient for players to observe their karma tendencies.

I also made a character board.