I have to respect and appreciate the effort. I’m stealing from Yuki Pop Repeat! where you can keep gaining/inflating as you go through the dungeon, but if you go over the edge you lose all your gains. If you make it to the end you trade in your inflation for stat bonuses. I really like this because it gives people an incentive to deflate and inflate, and to tow the line as close to bursting as possible. The purgation ritual does this now, but I do already have the models for a vending machine…
It’s less a matter of “ideas for items” and more a matter of “ideas for items that interact with gameplay mechanically but are easy to make”. There are plenty of story items planned, but a story item, something you can pick up and observe that doesn’t really change gameplay is fairly trivial. I have a backlog of six or so items I need to write Anomalous Item Reports for. The hard part is items which need more than visuals and story, like the glock, which somewhat fundamentally changes how the player can interact with the world.
I’m not sure if I’m making sense, but it might help to contrast two items: the Idol of the Fecund God and the crowbar.
The Idol of the Fecund God can be picked up and dropped. It required a model, an image, and the text – not much more.
The rusty crowbar can be found in game, it can be picked up, dropped, equipped, used to attack. It required a model, an image, the text, character animations, new triggers for when animations complete, a damage system, logic for if the player is hit by an enemy while attacking, handling the player attacking when inflated, and on and on.
I’m going to see if I can get a demo into people’s hands before I go too much more into the new non-story items, since those will just add time.
But thank you for the long form suggestions and links. The effort doesn’t go unnoticed.