Moshpit EliteConcept 12Run structure Playable

The Wristband

One night, laid out as a dungeon. A festival already has locked areas and a key to get through them — the wristband is the dungeon key, and it was there before anyone thought about Zelda. Play a night: the line, the side stage, the green room, the main stage, closing time.

Festival map—
Click a lit room you can reach. The map fills in as you walk it.
HP 5 CROWD 30 CASH 0 WRISTBAND no DOORS

What each game is actually lending

Zelda — a place, not a listA dungeon is rooms with identity, a locked door, a key, and a boss behind it. That is what turns "wave 3" into somewhere you were. The festival already has the grammar: gates, wristbands, backstage.
Brotato — the loop and the shopFight, survive, spend, fight harder. The between-rooms beat is where a run becomes a build instead of a difficulty curve.
Balatro — the build is the scoreYou assemble a hand and the hand is what plays. That is THE_SETLIST.md already: your arrangement is both the build and the run, and a safe one loses.

The three fit because a festival night is genuinely all three at once: a place you move through, a night you survive, and a set you assembled. Nothing has to be bolted on.

Where the progression was missing

Which makes the codex the progression screen, not a reference book. Brotato's item menu tells you what a thing does. A tour programme that fills in as you play tells you what you did — entries start as locked silhouettes, gain a line the first time you meet the thing, and gain another the first time it kills you. The gallery already exists as 10_the_liner_notes.html; this is what turns it from a gallery into a save file.