No.148 / 280Build & manage · Business & trade

Hold It on the Shelf

Lock an item you want and buy it next round, safe from the refresh.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Economy
Backpack BattlesNo.148Backpack Battles

01The core loop

Action → feedback → next choice
  1. 01Spot a wanted item
  2. 02Short on cash, lock it
  3. 03Play the next round
  4. 04Return and buy

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    A 7-gold core item appears; you have 5 and earn 5 per round.

  2. T2

    Turn 2 · The player chooses

    Lock it and buy only a 2-gold trinket this round.

  3. T3

    Turn 3 · The feedback

    Next round you have 8 gold, buy the core item, and keep 1.

  4. T4

    Turn 4 · The next decision

    The player starts eyeing the next lock target.

How it plays

The shop refreshes each round, but players can freeze slots to carry them over. Locked slots survive rerolls but block new options there. A lock icon and tinted slot show what’s held.

What the player weighs

  • Lock a future target vs reroll for better
  • Save for the locked item vs spend on current power

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Backpack Battles
B

Backpack Battles

P1

Shop items can be locked through rerolls, letting you reserve parts for next round’s recipes or layout.

Super Auto Pets
S

Super Auto Pets

P2

You can freeze pets and food in the shop so they stay through rerolls and into the next turn.

The difference worth noticing

Backpack Battles locks also hinge on whether the shape will fit; Super Auto Pets only weighs team slots and levels.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Hold It on the ShelfBusiness & trade+

A locked item reserves a dotted outline in the backpack, forcing players to clear that shape ahead of time.

Prototype this combo in Yoroll

→Follow the next idea

Business & trade

Buy Here, Sell There

Buy low in one port, sell high in another, and the profit lives in the journey.

Prototype complexity
Who plays
Solo decisions
  1. 01Compare regional prices
  2. 02Buy where it’s cheap
  3. 03Survive the trip
  4. 04Sell where it’s dear
Sunless Sea · Patrician IV
Business & trade

Shelf Placement

What goes on which shelf decides what customers end up buying.

Prototype complexity
Who plays
Solo decisions
  1. 01Choose what to stock
  2. 02Arrange the displays
  3. 03Customers browse and buy
  4. 04Rearrange by sales
Moonlighter · Recettear: An Item Shop’s Tale
Business & trade

Deliver Before the Deadline

Taking a contract starts the clock: deliver on time for the reward, or lose it.

Prototype complexity
Who plays
Solo decisions
  1. 01Browse the board
  2. 02Accept a contract
  3. 03Gather or craft
  4. 04Deliver and get paid
My Time at Portia · Stardew Valley
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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