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I have not played your game, but it does make you think. You have a 9 space grid, 5 of those grids occupied by your equipment (assuming you don't go to battle naked). You mention that you can equip fire items, but that would make you vulnerable to other elements, so naturally you'd want a backup anti-element protection item. -1 slot. Want to be able to switch between one handed/shield and two-handed weapon? -2/-1 slots (depending on which you currently equip). Worst case scenario? 8 slots occupied when you enter the dungeon, one slot free for the loot. Best case.. 2 slots free. Not exactly catering to the loot crowd here, are you?
You also acknowledge that many players like the number crunching aspects, yet you have removed all stats and attributes. So where is the number crunching? From the equipment? But we only have 9 inventory slots to play with. Not exactly catering to the number crunching stats crowd either, are you?
I don't quite understand how skills work, but I am guessing it is also tied to your limited pool of equipment? Maybe you are catering to the skills crowd. Unclear.
Hello, Mkreku!
My name is Ben Jones, and I'm the concept and game designer for Tinykeep. The aim of the pocket system is to reduce the amount of grab-and-go and to force the player to make more tactical decisions on gathering items. It is at the player's discretion to take what he or she sees fit and leave behind the less valuable items.
Switching gear is intended to be difficult, which puts more pressure on the hardcore player to utilise the inventory and manage it better. Maintaining two sets of gear is difficult, but not impossible, which is why the player is encouraged to build a decent set of all-round armour.
The items themselves have stats and attributes which change the base statistics of the player (helmet of insulation, pottery jar of burning feet etc).The reduced inventory space is intended to make this clearer and easier to manage while still allowing the player to examine how each piece interacts with each other. I think a more viable question would be, "Besides loot, does the player leave the dungeon with anything else to mark his journey? Does a more experienced dungeoneer have anything to show for his work?"
The answer to this is "I'm still looking into it". Perhaps some sort of badge or similar. Maybe an aesthetic levelling system.
All in all, the pocket inventory works to actually make things harder for hardcore players and easier for newcomers to the genre - which is the opposite to what games in this genre have provided thus far.