Enola is a horror/adventure game about fear, isolation and murder. You play as an unnamed woman who has awoken on a desolate island, without any knowledge of her whereabouts. Over the course of your travels you find there is something else on the island...something dark and evil lurking in the shadows. Visit foreboding locations, solve intriguing puzzles and find clues to uncover mysteries about the island and your own identity. You’ll have to be quick and cunning to survive; but do you have what it takes to save another life?
After having to solve a lot of crashes and bugs, we have a functional inventory. Whenever you pick an item, it's added to the inventory (obviously, since that's the whole point), and whenever you use an item, it goes away, and the other items move to the side so the slot that was left empty is filled by the following item (which means you always have the items together, and not a few items, then a few empty slots, and then more items).
As I just said, when you use an item, it goes away. So, for example if you use a key to unlock a door, the key will go away because you have already unlocked the door it's used for, and you don't need it any longer. Those of you who've been playing the game know there are no "generic keys" in Enola, and every key is used for a specific door (something common in horror games like Fatal Frame or Silent Hill).
Currently this inventory only has a "display items" functionality, but we plan to add some basic "use item" functionality. For example, if you need to use certain item on a device, we want you to open the inventory and look for it instead of the item being used automatically when you interact with something, so you actually figure out what item needs to be used and not let the game do it for you. However, this is just on paper right now.
The basic inventory is a feature that will be available on alpha 0.3, to be released soon.