- 01Read route and durability
- 02Choose a tool
- 03Spend and update reserves
- 04Repair, replace or return
Durability and reserves
Equipment use consumes durability; repair or replacement needs opportunities or resources. Immediate efficiency trades against future reliability, while spares occupy space.
The player's decision
Spend the strong tool now or save it for a tougher obstacle and use a weaker tool first?
Original scenario
Original setup: a stone tool has four uses, an iron tool two. Three soft trees precede hardwood requiring iron; using the fast tool indiscriminately can strand the final task.
Start with this prototype
Build four resource nodes, two tools and one repair opportunity. Show requirements and durability costs. Return with target timber to win; allow retreat when tools fail. Omit random breakage and complex recipes.
Change one variable
Compare free repair with travel cost against local repair with material cost.
What to observe in a playtest
Does the last valid use resolve before breakage? Are zero-durability reuse and negative values prevented?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Hidden durability turns planning into surprise punishment. Broken tools need a clear recovery path.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- The Legend of Zelda: Breath of the Wild
The guide explains condition indicators and throwing a nearly broken weapon.
- Valheim
Workbench repairs use no materials but require an appropriate sheltered station.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build four resource nodes, two tools and one repair opportunity. Show requirements and durability costs. Return with target timber to win; allow retreat when tools fail. Omit random breakage and complex recipes.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.