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Your currently equipped weapon and defense item shouldn't take a slot as well, the UI already supports this too.
I think it would be cool if they made them items in survival mode but kept them as modules you need to switch through in normal mode.
Well my usual strategy was just to enter a room with the flashlight and take mental notes of where items and enemies were placed, then exited and reentered without the flashlight enabled and just snuk my way till i was forced to use it.
But I agree, it makes no sense that sometimes Elster can't "see" a door, but the player definetally can and then forces you to get the flashlight.
I would understand it for picking up items but most doors are clearly visible in most cases.
What I am trying to say is that you do not need 50 bullets with you to do what has to be done for normal playthrough.
I feel that the balance is towards exploration, rather than combat, and places where combat is forced - you have enough ammo by default.
Fair enough, I usually assumed the box can only hold a specific amount of ammo.
But I usually barely got it maxed out and when I did I usually just had like 3 extra bullets left anyway.
Later on in the game we basically have 5 inventory spaces, since gets hard to explore without flash light.
This idea is good, because as deepeye sayed, this game isn't that about action, so inventory management is a big deal on keep the game challenging, I don't know how easily the game may be if it were modified to 8 slots instead.