Six pockets, one choice: a small inventory exercise
A design sketch for making space matter without a large item catalogue.
The planned exercise has six pockets and three objects: a snack, a notebook and a repair tool. The first question is what to leave behind when there is not enough space.
I would keep the prototype to simple colored shapes. Each object needs one use and one clear cost; a long list of statistics would hide the decision I want to test.
There is no completed game or asset pack attached to this plan. Once the choice is understandable, the next step would be three original hand-drawn icons and a short playtest.