Spielerando

Inventory mechanics

A huge snail carries a shell opened like a cross-section, its spiral rooms packed with shelves, jars and lanterns, and a tiny keeper climbs a ladder inside.
Shellhold Lantern, an invented snail-home game · invented game, AI image

Inventory

Bad Luck Protection

A pure chance can hand some players a hundred misses in a row while others win at once. A rising chance and a certain last try give every player a fair worst case, and the rare prize still feels like luck.

Inventory

Crafting System

Crafting gives the things players gather a use, and lets them decide what to make from what they have.

Inventory

Equipment Slots

Slots turn a pile of gear into a set of choices: one helmet, one weapon, a pair of rings. The player decides what to wear, and the game always knows what is worn and where everything else is.

Inventory

Grid Backpack

Shape turns carrying into a puzzle. The player decides what to take, and also how to pack it, so a full bag is a question of fitting things together, not only of counting them.

Inventory

Hotbar

A hotbar gives the player instant access to a handful of things without opening the bag. It must feel the same every time: the same key always picks the same slot, and the wheel never lands somewhere surprising.

Inventory

Inventory System

A place for what the player carries, with limits that force choices and rules that never lose or copy an item.

Inventory

Item Durability

Durability gives items a life. The player has to decide when to use a favourite tool, when to save it, and when to pay for a repair.

Inventory

Item Rarity

Rare items give the player something to hope for, and a clear ladder of tiers lets them see at a glance how good a drop is and what it is worth.

Inventory

Item Stacking

Stack limits turn a bag into a set of choices: small piles for rare things, big piles for common things, and a clear answer every time an item arrives and there is not enough room.

Inventory

Item Upgrades

Upgrades give the player something to save for and a reason to love one item, while a rising price and a limited top level keep the climb meaningful.

Inventory

Key Items

Key items keep the story from breaking. The player can never lose, sell or fail to pick up the one thing that lets them go on.

Inventory

Recipe Discovery

A recipe the player found by experimenting feels like an earned discovery, and a hint after a run of misses keeps a stuck player from giving up or opening a guide.