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Thanks for pointing out what variables control the total number of slots in the hotbar.
Personally, I would alter the functionality to a stacking mechanic if you want to add more than 4. As in, grab the item again to add 4 more slots, up to whatever cap you like. I really think it only needs 2 items tbh, but 4 is a staple skill number across gaming in general. Its easy to use and versatile enough to make big plays, and it wont clutter up the screen or interferr with the relatively normal-run cap of like 2-3 items being plausable.
I'd probably want.... (in this order)
1. Mom's Box
2. D6
3. Teleport!
4+. (all just w/e seems fun to use after this point)
No problem!
Ok, that would make the item completely broken. To be honest, I'm really terrible at playing this game, so I don't get runs like that - and I forget to consider them when balancing. But in the mod's defense, there are a lot of ways to get a broken run that require less effort & luck than finding all those items + the toy chest. Getting broken runs is part of isaac, and I think a broken run based around this item is not common enough to make the item truly overpowered. Plus, if you have a run like that and a good active item, toy chest won't be breaking the run, only making it a bit more broken than it already was.
On a side note, the fact that the d6 is in the game bothers me in general. A lot of things in the game would be more balanced if it wasn't there, or at least if it wasn't a starting item.
If I do ever decide to reduce the hotbar/inventory size, I think that would be a great way to do it. The only thing to consider would be how the player actually gets the item twice without clogging up item pools and such.
You might be able to make the item get re-added to the pools after you pick it up.