I wish I could write a game that presents itself as a combat game with lots of equipment, but turns out to be an puzzle-game wholly within a spectacularly elaborate inventory management mechanics. But really it's just a fog of an idea motivated by that bug in Omega's inventory logic (when it has an "in air" slot you know somebody's thought about it too long) where you could do some dance with the one-handed vs. two-handed weapon slots and clone your artifact sword for cash.
Maybe a person could do it as a text adventure.
Maybe a person could do it as a text adventure.