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Hmm I suppose that's the limitation of merging Resident Evil gameplay with TFs, you can just lose core items. And that's exact issues popped in the past with keys so I think I made it that they don't get destroyed if I remember correctly.

The combat itself has a rework planned with better aiming, and new items (ex. fire extinguisher that has charges and just stuns enemies) or indications that you hit them etc. so probably a long term solution will be delayed until then, but I think you are right. 

I'll look into adding gun into excluded items list so it doesn't get destroyed or maybe also make it respawn, that should be helpful for time being. Good call.

could also give some of the forms their own natural weapons, like their claws/paws ig. probably wouldn't do much damage but could get the job done and clear the path for later potentially. idk if the dragon pooltoy would have a breath weapon but if they did that could be their natural attack. (though it might also progress the mental transformation to use them)

I don't think the company wants their critters to have such abilities! Gotta keep them manageable, though, clearly it didn't prevent the lab breach!

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Maybe they developed unexpected "combative" capabilities and that's one of the things that led up to this massive breach event?

Just tossing an idea out there but maybe you could add a sort of "storage room" where the items in your inventory are put when you get TF'd into a form that makes you lose them.

Or (prefacing this with an I'm not knowledgeable on coding nor how this game is coded to run), you could still have the storage room but make it detect whether a key item (I.E the gun) has been picked up and whether it's in the player inventory. If it is then the gun doesn't spawn in the room, but if the gun has been picked up and isn't in the players inventory it spawns in.

Just an idea, maybe could add a TF in the area where you get turned into a rat or mouse or something (Like a play on Pack Rat), and are forced to tidy up the area as the minigame.

I agree some sort of more practical solution has to be created than just some items not being destroyed here or there.  It would work for conveyor where I imagine mechanical arms take away your items. Slime TF could drop them on the ground instead of melting with you. 

Overall, it's a lot of new mechanics so I think it's best to keep them for the eventually inventory rework. Some mechanics also only start making sense once the map becomes sufficiently large and that will take more updates, regardless of what areas they will be adding. 

could make it so items get dropped with certain tfs that shrink or remove your inventory?

Which would trivialise the game and would make people ask for items to be manually dropped instead of destroying them. The macro gameplay is based on RE where there's a reason for these mechanics so I won't simplify them, but a solution of a long-term solution will be worked out eventually. It's just not very pressing right now.

Sorry my intention wasn't to trivialise the game. I don't know very much about development. Or how you plan the game to be like, outside of my experience playing it (which happened after I wrote that comment). I think you are doing a good job. I do really appreciate you responding to me. I love hearing about your vision for the game. Maybe I can share my own thoughts on things I like and would like to have added.