- 01Inspect footprints
- 02Rotate and arrange
- 03Consume or discard
- 04Confirm loadout and space
Inventory shapes and tradeoffs
Items occupy different cell shapes, so fit depends on geometry as well as total capacity. Rotation, consumption and discarding change available space.
The player's decision
Discard a low-value item or rotate and consume supplies to create the needed shape?
Original scenario
Original setup: four free cells sit in separate corners of a four-by-four bag, so a four-cell rod cannot fit despite enough total space.
Start with this prototype
Build a four-by-four bag, five shaped items and one required item. Support drag, rotate and tap placement; reject overlaps/out-of-bounds. Pack the required set to win, with undo and no combat.
Change one variable
Keep area constant while changing bag shape to separate geometry from capacity pressure.
What to observe in a playtest
Do four rotations restore the footprint? Do invalid placements preserve items and occupancy?
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
Failed drags must not lose items or leave occupied cells. Commit or roll back placement atomically.
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.
- Save Room - Organization Puzzle
Packing, loading weapons and maintaining health make usage order part of freeing space.
- Backpack Hero
Placement affects item power, adding build value beyond simply fitting everything.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a four-by-four bag, five shaped items and one required item. Support drag, rotate and tap placement; reject overlaps/out-of-bounds. Pack the required set to win, with undo and no combat.
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.