No.247 / 280Strategy & systems · Inventory & resources

Unknown-Item Identification

You don't know what that potion does; until you drink it, it's a gamble.

Prototype complexity
Who plays
Solo decisions
Design focus
Information · Risk · Discovery
Shattered Pixel DungeonNo.247Shattered Pixel Dungeon

01The core loop

Action → feedback → next choice
  1. 01Find an unknown item
  2. 02Use-test or identify
  3. 03Reveal its effect
  4. 04Same items now known

↻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

    Floor 4, three unknown purple potions, full health, no enemies nearby.

  2. T2

    Turn 2 · The player chooses

    With things safe, the player drinks one to test.

  3. T3

    Turn 3 · The feedback

    It's invisibility, one wasted, but the other two are now identified.

  4. T4

    Turn 4 · The next decision

    The player saves both for a boss-floor escape plan.

How it plays

Potions and scrolls appear as colors or runes randomly mapped to effects each run. Players can test them, spend identification items or use skills; once identified, all copies show their true name for the run.

What the player weighs

  • Test now vs wait to identify: it might heal or might poison.
  • Where to spend identification: limited scrolls for gear or consumables?

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

Shattered Pixel Dungeon
S

Shattered Pixel Dungeon

P1

Potions are colors and scrolls are runes, randomized per run; equipment reveals upgrades and curses only after being worn a while or read with a scroll of identify.

Caves of Qud
C

Caves of Qud

P2

Many ancient artifacts appear unidentified and require sufficient tinkering skill to understand; otherwise players risk using them or have someone else identify them.

The difference worth noticing

Pixel Dungeon's identification is a per-run consumable puzzle; Caves of Qud ties it to character skill growth.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Unknown-Item IdentificationInventory & resources+

A merchant's offer for an unidentified item hints at its worth, letting players deduce what it is by shopping around.

Prototype this combo in Yoroll

→Follow the next idea

Business & trade

Know Your Max Bid

Holding your limit while others raise the bid is the hardest auction lesson.

Prototype complexity
Who plays
Solo decisions
  1. 01Appraise the lot
  2. 02Set a personal cap
  3. 03Raise or drop out
  4. 04Win it or let it go
Offworld Trading Company · Dealer’s Life 2
Business & trade

Find the Right Price

Not sure what it’s worth? Set a price and read the customer’s face.

Prototype complexity
Who plays
Solo decisions
  1. 01Tag a price
  2. 02Watch the reaction
  3. 03Note the range
  4. 04Adjust next time
Moonlighter · Recettear: An Item Shop’s Tale
Cooking & food

Learning Recipes

You hold the ingredients but lack know-how; each recipe gives old items a new use.

Prototype complexity
Who plays
Solo decisions
  1. 01Obtain a recipe somewhere
  2. 02Check needed ingredients
  3. 03Gather and cook
  4. 04Use the dish's effects
Stardew Valley · The Long Dark
yorollGAMEPLAY ATLAS

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

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.