- 01Read route needs
- 02Assign slots
- 03Use tools in context
- 04Review missing preparation
Quickslots and preparation
Inventory exceeds instantly accessible slots; preparation determines which tools are available under pressure.
The player's decision
Equip a recovery item or reserve a slot for a special obstacle?
Original scenario
Original: three slots hold rope, lamp and medicine; adding bait requires replacement, informed by route previews.
Start with this prototype
Build four tools, three quickslots and three obstacles. Allow preparation and explicit safe resupply points; log wrong uses and missing tools without complex controls.
Change one variable
Compare two and three slots while keeping input mappings stable.
What to observe in a playtest
Are empty/depleted/replaced slots clear? Can touch select tools directly?
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
Repeated inventory opening is friction, not a meaningful loadout decision.
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.
- Minecraft
Official controls distinguish hotbar access from inventory overflow.
- Elden Ring
The control table lists chorded pouch slots, allowing comparison with cycling access.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build four tools, three quickslots and three obstacles. Allow preparation and explicit safe resupply points; log wrong uses and missing tools without complex controls.
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.