I didn't realize that with the shield spirit, every time I used the shield my weapon's damage decreased. I definitely think some clarity with what the relics do would be great. When I say that I mean a bit more detail in their descriptions. I also don't love the mana rework.
Most of the update I enjoyed but the rework to the mana update which limits the effectiveness of magic builds.
A suggestion i could give instead of complaining was allowing a single stack of mana that has a cap of 20-30 so that you could still stack up mana for the next battle while still being able to beat the current fight.
Also a way to deal with posion so for some builds poison ruins it. Even with these 2 issues I still think this is an amazing game.
The new update is cool, and the artifacts from the bosses came out surprisingly balanced, but it's a pity that the magic weapon has lost its past power, although now it is not a panacea for everything, but compared to bows or various swords it is rubbish, although the idea of manna stones is enough not bad, I wish you could have more manna, for example, how should I double the amount of manna in the fireplace, or I just did not understand the new system.(sorry for the mistakes English is not my native language)
I would also like a version for Android, because the game works great on the tablet and I do not think that making the version for instant launch will be installed difficult .
A really fun roguelike. I got quite lucky on my second run and found quite the broken tool set as seen in the screenshot below. I agree with the other comment saying magic is broken, the ability to stockpile an energy like resource and then have items like the broken ring that can abuse that is nuts, even if I only had two books to generate 20 each combat.
Archery also sort of sucks unless you are able to create infinite poison arrows to clear our the main game with other defense items. The cost of 3 slots for just a bow and arrow generator plus the 2 for each arrow set you want to carry really kills its usability if I were to go for another run. Also for some reason the elf bow and normal bow apply their arrow buffs differently???
A lot of the items are redundant if you own feather caps since they basically just make you spam helmets for the slot efficiency. Haste stacks way too strong with helmet spam since it adds 2 per armor piece. I was capping at 99 armor after only a few turns, which is sort of an odd breakpoint and also means that this infinite combo will eventually die to multiple hits of 99 damage from enemies, which kinda sucks. I would want armor to be uncapped like all the other buffs of which I have had up to haste 112 from just swapping out my spike helmets as seen in the screenshot to farm enemies.
Seasonings should probably be an artifact considering it's basically only useful for its ability to make adjacent items heal 5hp. I found this most useful when I had water on hand which could be used 4 times at any point to gain 5 hp each use. Why would anyone want to spend 1 energy to heal 10 and discard such a broken item?
Overall quite a fun game, but could take some mechanics from similar roguelikes like Slay the Spire like higher defense caps and enemies scaling other than just getting poison to screw your defense build over.
bug report: died from skipping a curse but the fire gecko died from my poison and the game thought i was still alive so it still going, met some olm while still on my "dead phase" but i can't use anything except scratch (also sorry for my bad english)
recent versions have broken shop spawn rates. There are runs where a shop will never spawn and this happens really often. You can tell if a shop doesn't spawn on the first floor. If that's the case, no shop will ever spawn for the rest of the run.
I will look into it and make sure that a store spawns on each floor. But I didn't change anything about the shop spawn rates so you should still be finding them just as before.
It's enjoyable as a point and click roguelike game with inventory sorting synergies. but there are some parts i cant understand sometimes like the description of an weapon/item/consumable and the only stat i dont understand is luck since it doesn't tell you what it does.
this game is fun and can be enjoyable .... the only problem i have with it is that my luck is so absolute garbage that i have legitimately died to the first enemies around six or seven times now .... four of which was in a row
This was fun. I really love all of these wands now. Cleansing is now a viable option for any build, really; Ethereal easily replaces Crimson Energy, it's a perfect snowball tool for faster setups. Magic weapons are really good!
And that's the problem. Magic weapons outplay any other weapon type the moment you get a single Wizard Cap. It's a shame, as i want to try out bows, as i love ranged classes in any game. The problem is that there are only 3 bows, bows and arrows take up more space than a single wand (unless you have a crossbow and a small arrow, but they are weaker than a wand), no armor related to archery, and they aren't immune to spikes. There is no reason to not go for magic builds.
I don't want to suggest another magic nerf, considering others already did, i want to say that archery needs it's own update someday, with buffs, new accessories, weapons, armor and some reworks to make them different from other weapons. At least letting bows ignore spikes will be a sufficient change to give them their own identity.
Great game, I've played through it a couple times now. I tried the endless mode with this really tanky spikes based build with the fox rapier to scale defense. However, the first boss, with rage scaling and four summons can do over 100 damage, while block is capped at 99, leaving me unable to actually block enough and die despite otherwise having the capability to. First time commenting, hoping to see more improvements in the future, this is a really promising game!!
So a few things. 1: I was wondering if you could break 9999 in either mana or coin, you can. 2: If you have negative energy, anything that costs 0 energy cannot be used (was trying to use the gold whetstone using my energy restore items, yeah nope lmao). 3: I agree with a previous commenter that mage cap should probably only provide 3 mana per turn, since it's a single slot item that doesn't degrade other items when in the same row.
Rage ring might? need a limit per combat (though it does cost 2 per use. and in the first 9 floors it's acceptable. I'd assume anything that kinda breaks in endless is kinda okay, especially since floor 1-9 took me like 40 mins, but getting to this point took me around 4.5 hours, mostly to try for a 9999 mana cap.
Really fun game, might post some more random breaking the game stuff at some point. Would like to see a legendary wand/staff sometime soon, probably similar to the current staff cost wise (both energy and mana) to avoid, well... this lol. I'd say a high mana cost would work, but here I'm gaining 25 per turn (though I am on floor 21.)
I'll be checking this out daily, and always down to playtest and breaktest.
9999 is not the usual limit the limit is either 2147483647 (32-bit integer limit) or 9,223,372,036,854,775,807 (64-bit integer limit) or maybe even 32767 (16-bit integer limit) unless Thejaspel made the limit 9999
ah i remember when the nerconomcion was the best "weapon" in the game and where a run where pacific berserk ring was easily possible with it (unless a forced fight with a fire gecko happens that is the hards enemy endless mode king is easier than story mode fire gecko) so sad that there is a 5 use limit since the dev had to nerf mana farming maybe only have the 5 use limit on the mana and not the effect of the book
This is such an interesting idea that's open to so much complexity, and I love the style of the game. I became really OP though early on, might expect some balancing later or maybe I just got super lucky **Shrugs** Love it all the same, great stuff.
New game wouldn't work for me. I would click new game, but no text would appear in the dialogue box, and "done" just closed the box. Continue on in endless mode worked though
We are! We want to fix some bugs, add some more content and then we'll be releasing on Steam! Please follow me on Itch and join our Discord and we'll let you know when!
Strong build, the thorns ground down the King and the key sword easily took care of the spawned enemies. In Endless Mode lvl. 12 the lack of health regen became my downfall though. If I had found a Haste item which could have multiplied my Armour, then this build would have taken me very far.
I really want to play this game, but I am playing on a chroombook (maybe the problem) and can't get past: "Click me" to get the map up after you get your first things.
Do anyone have an idea what i can do?
EDIT: I have a stationary computer, it's just that I want to play on breaks to.
I like this game. Takes quite a bit of thinking and is just hard enough that a few wrong moves and you die, but if you think carefully enough with what items you come across, there is always a winning set of items. I won on my first and third time I played this, but died on my second run.
The winning picture is of my second run. That hood gives so much mana. Poison and thorns may also be a bit too strong. I use thorns and armour to deal damage while getting 5 mana per turn, along with stacking poison. Then I shoot them with the damage wand or use the regen wand accordingly.
Also, I killed the final boss using just thorns plus blocking while having more regen than my own health from saving up mana since the end of act 1. Even after defeating the final boss, as you can see, i still have tons of mana.
All in all, fun game, but the hood should give more like 3 mana instead and thorns and poison should maybe be nerfed a bit. Maybe every three turns, poison shouldn't trigger? For thorns, maybe just make the thorns items do less, because with 4 of those helmets, it becomes really strong, really fast. I would also still get 23 armour naturally from all my armour total, even with so many helmets and one of them not touching the top.
Very nice game. I do have some thoughts though: I don't know why "gain mana" gives different amounts based on the item. On the one hand it makes me try them all out, but on the other i would really like to have a displayed number.
Cursed whetstone is still active after using it and needs to be clicked again to use anything else. I even lost a +lvl15 game because i accidently used it on an item instead of attacking with it. Kinda frustrating but could be a mechanic. As in: if you do cursed stuff, be carefull.
Now the thing that made me actually write this. Please make it so that you get a window when you want to leave and have items hovering over your backpack, which are not inside it. Or only make leaving possible if you drag them outside the backpack, or have them slot inside the slots they hover over automatically upon leaving.
Over ~4h I have lost at least 4 high value items, that looked as if they where in my backpack, but were actually just hovering over a free place. (Starelixir->Shiny stuff) Yes I know the background-color is slightly different, but that is only usefull if I pay attention to it. And now I just lost a +lvl20 run, because I somehow managed to trow away my main weapon(wand), during opening a locked door, no less. In terms of infuriating stuff, this is by far the biggest offender each time it happens. Anyway, very good game.
This was the worst thing to find on a slow day at work. I have accomplished nothing today, and I couldn't be happier. This needs a full release on steam.
Ik I should join the discord to suggest this. But it would be cool to have a sandbox/free play mode where you can test/mess around. You can make the first floor a level select. One exit leads to free play/sandbox. One leads to the normal base game. And one leads to maybe a custom mode (modifiers like a slider to multiply monster health from the start to add a challenge.) Ik suggestions like this would take time to implement. Would be cool to see.
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I didn't realize that with the shield spirit, every time I used the shield my weapon's damage decreased. I definitely think some clarity with what the relics do would be great. When I say that I mean a bit more detail in their descriptions. I also don't love the mana rework.
Combine that with the shield that gives 1 dmg to every weapon per use and you got yourself a build that says: Defense is the best offense XD
Most of the update I enjoyed but the rework to the mana update which limits the effectiveness of magic builds.
A suggestion i could give instead of complaining was allowing a single stack of mana that has a cap of 20-30 so that you could still stack up mana for the next battle while still being able to beat the current fight.
Also a way to deal with posion so for some builds poison ruins it. Even with these 2 issues I still think this is an amazing game.
The new update is cool, and the artifacts from the bosses came out surprisingly balanced, but it's a pity that the magic weapon has lost its past power, although now it is not a panacea for everything, but compared to bows or various swords it is rubbish, although the idea of manna stones is enough not bad, I wish you could have more manna, for example, how should I double the amount of manna in the fireplace, or I just did not understand the new system.(sorry for the mistakes English is not my native language)
I would also like a version for Android, because the game works great on the tablet and I do not think that making the version for instant launch will be installed difficult .
one of the ways to go without farming mana
I cannot stop playing this, its amazing. 10/10
Could you add a downloadable version, and possibly even source code? It would be fun to mod.
Amazing Luck Of Mine
Very unique idea and great execution. Keep it up!
The Needler can clip any item through it's tip so it may not be set to it's full 3 square shape.
As of Backpack Hero Event Update Hotfix 3
Such a great game. It's super fun and easy to understand.
tôi nghĩ bạn nên bỏ phần hướng dẫn khi đã chơi một lần vì nó khiến tôi phát điên
A really fun roguelike. I got quite lucky on my second run and found quite the broken tool set as seen in the screenshot below. I agree with the other comment saying magic is broken, the ability to stockpile an energy like resource and then have items like the broken ring that can abuse that is nuts, even if I only had two books to generate 20 each combat.
Archery also sort of sucks unless you are able to create infinite poison arrows to clear our the main game with other defense items. The cost of 3 slots for just a bow and arrow generator plus the 2 for each arrow set you want to carry really kills its usability if I were to go for another run. Also for some reason the elf bow and normal bow apply their arrow buffs differently???
A lot of the items are redundant if you own feather caps since they basically just make you spam helmets for the slot efficiency. Haste stacks way too strong with helmet spam since it adds 2 per armor piece. I was capping at 99 armor after only a few turns, which is sort of an odd breakpoint and also means that this infinite combo will eventually die to multiple hits of 99 damage from enemies, which kinda sucks. I would want armor to be uncapped like all the other buffs of which I have had up to haste 112 from just swapping out my spike helmets as seen in the screenshot to farm enemies.
Seasonings should probably be an artifact considering it's basically only useful for its ability to make adjacent items heal 5hp. I found this most useful when I had water on hand which could be used 4 times at any point to gain 5 hp each use. Why would anyone want to spend 1 energy to heal 10 and discard such a broken item?
Overall quite a fun game, but could take some mechanics from similar roguelikes like Slay the Spire like higher defense caps and enemies scaling other than just getting poison to screw your defense build over.
bug report:
died from skipping a curse but the fire gecko died from my poison and the game thought i was still alive so it still going, met some olm while still on my "dead phase" but i can't use anything except scratch
(also sorry for my bad english)
recent versions have broken shop spawn rates. There are runs where a shop will never spawn and this happens really often. You can tell if a shop doesn't spawn on the first floor. If that's the case, no shop will ever spawn for the rest of the run.
I will look into it and make sure that a store spawns on each floor. But I didn't change anything about the shop spawn rates so you should still be finding them just as before.
archery is too weak. Arrows and bows takes up too much space
it was a lot of fun to figure out a good build
It's enjoyable as a point and click roguelike game with inventory sorting synergies. but there are some parts i cant understand sometimes like the description of an weapon/item/consumable and the only stat i dont understand is luck since it doesn't tell you what it does.
luck just gives you a higher chance to get rarer items but when you pick up a rare/legendary item luck resets
Best Slay the Spire inspired inventory management rouglelike that I didn't' know I needed. Favorite game of 2022.
Edit: and the music is a bop
this game is fun and can be enjoyable .... the only problem i have with it is that my luck is so absolute garbage that i have legitimately died to the first enemies around six or seven times now .... four of which was in a row
happens just use sheild more
finally gotten to reaching the final boss for the first time and ...... by the sweet merciful spikes hurt....
so good, I have lost hours to this enthralling game
Fun game.If you add more content to this game and sell on steam,I will pay for this!
Magical Royal Flush
This was fun. I really love all of these wands now. Cleansing is now a viable option for any build, really; Ethereal easily replaces Crimson Energy, it's a perfect snowball tool for faster setups. Magic weapons are really good!
And that's the problem. Magic weapons outplay any other weapon type the moment you get a single Wizard Cap. It's a shame, as i want to try out bows, as i love ranged classes in any game. The problem is that there are only 3 bows, bows and arrows take up more space than a single wand (unless you have a crossbow and a small arrow, but they are weaker than a wand), no armor related to archery, and they aren't immune to spikes. There is no reason to not go for magic builds.
I don't want to suggest another magic nerf, considering others already did, i want to say that archery needs it's own update someday, with buffs, new accessories, weapons, armor and some reworks to make them different from other weapons. At least letting bows ignore spikes will be a sufficient change to give them their own identity.
Wow, that's a very long shopping list.
Are you, um, on my side? Or...?
tôi nghỉ nên có save game ở trong phần menu
Nó chỉ nhớ rằng bạn đã chơi trước đây. Nếu bạn chết, bạn có thể khởi động lại mà không cần giới thiệu / hướng dẫn
nhưng tôi vẫn phải chơi phần hướng dẫn tôi không biết cách bỏ qua nó
Sắp có trò chơi lưu!
Great game, I've played through it a couple times now. I tried the endless mode with this really tanky spikes based build with the fox rapier to scale defense. However, the first boss, with rage scaling and four summons can do over 100 damage, while block is capped at 99, leaving me unable to actually block enough and die despite otherwise having the capability to. First time commenting, hoping to see more improvements in the future, this is a really promising game!!
So a few things. 1: I was wondering if you could break 9999 in either mana or coin, you can. 2: If you have negative energy, anything that costs 0 energy cannot be used (was trying to use the gold whetstone using my energy restore items, yeah nope lmao). 3: I agree with a previous commenter that mage cap should probably only provide 3 mana per turn, since it's a single slot item that doesn't degrade other items when in the same row.
Rage ring might? need a limit per combat (though it does cost 2 per use. and in the first 9 floors it's acceptable. I'd assume anything that kinda breaks in endless is kinda okay, especially since floor 1-9 took me like 40 mins, but getting to this point took me around 4.5 hours, mostly to try for a 9999 mana cap.
Really fun game, might post some more random breaking the game stuff at some point. Would like to see a legendary wand/staff sometime soon, probably similar to the current staff cost wise (both energy and mana) to avoid, well... this lol. I'd say a high mana cost would work, but here I'm gaining 25 per turn (though I am on floor 21.)
I'll be checking this out daily, and always down to playtest and breaktest.
9999 is not the usual limit the limit is either 2147483647 (32-bit integer limit) or 9,223,372,036,854,775,807 (64-bit integer limit) or maybe even 32767 (16-bit integer limit) unless Thejaspel made the limit 9999
ah i remember when the nerconomcion was the best "weapon" in the game and where a run where pacific berserk ring was easily possible with it (unless a forced fight with a fire gecko happens that is the hards enemy endless mode king is easier than story mode fire gecko) so sad that there is a 5 use limit since the dev had to nerf mana farming maybe only have the 5 use limit on the mana and not the effect of the book
This is such an interesting idea that's open to so much complexity, and I love the style of the game. I became really OP though early on, might expect some balancing later or maybe I just got super lucky **Shrugs** Love it all the same, great stuff.
the upcoming update this sunday is a huge balance update along with tons of new content, so be sure to check it out!
Bug Report:
New game wouldn't work for me. I would click new game, but no text would appear in the dialogue box, and "done" just closed the box. Continue on in endless mode worked though
Sorry! The new update should have fixed this! please refresh the page and let me know if you have any similar issues!
Got the Curse build going!
Beat the final boss with a lot of healing
Amazing!
Typo in Axeman description: "These *are* lizards are known for..."
Really had a blast!
Are they planning a steam release?
We are! We want to fix some bugs, add some more content and then we'll be releasing on Steam! Please follow me on Itch and join our Discord and we'll let you know when!
GOOD GAME!
Keys are key...
Strong build, the thorns ground down the King and the key sword easily took care of the spawned enemies. In Endless Mode lvl. 12 the lack of health regen became my downfall though. If I had found a Haste item which could have multiplied my Armour, then this build would have taken me very far.
I really want to play this game, but I am playing on a chroombook (maybe the problem) and can't get past: "Click me" to get the map up after you get your first things.
Do anyone have an idea what i can do?
EDIT: I have a stationary computer, it's just that I want to play on breaks to.
I like this game. Takes quite a bit of thinking and is just hard enough that a few wrong moves and you die, but if you think carefully enough with what items you come across, there is always a winning set of items. I won on my first and third time I played this, but died on my second run.
The winning picture is of my second run. That hood gives so much mana. Poison and thorns may also be a bit too strong. I use thorns and armour to deal damage while getting 5 mana per turn, along with stacking poison. Then I shoot them with the damage wand or use the regen wand accordingly.
Also, I killed the final boss using just thorns plus blocking while having more regen than my own health from saving up mana since the end of act 1. Even after defeating the final boss, as you can see, i still have tons of mana.
All in all, fun game, but the hood should give more like 3 mana instead and thorns and poison should maybe be nerfed a bit. Maybe every three turns, poison shouldn't trigger? For thorns, maybe just make the thorns items do less, because with 4 of those helmets, it becomes really strong, really fast. I would also still get 23 armour naturally from all my armour total, even with so many helmets and one of them not touching the top.
Very nice game. I do have some thoughts though: I don't know why "gain mana" gives different amounts based on the item. On the one hand it makes me try them all out, but on the other i would really like to have a displayed number.
Cursed whetstone is still active after using it and needs to be clicked again to use anything else. I even lost a +lvl15 game because i accidently used it on an item instead of attacking with it. Kinda frustrating but could be a mechanic. As in: if you do cursed stuff, be carefull.
Now the thing that made me actually write this. Please make it so that you get a window when you want to leave and have items hovering over your backpack, which are not inside it.
Or only make leaving possible if you drag them outside the backpack, or have them slot inside the slots they hover over automatically upon leaving.
Over ~4h I have lost at least 4 high value items, that looked as if they where in my backpack, but were actually just hovering over a free place. (Starelixir->Shiny stuff) Yes I know the background-color is slightly different, but that is only usefull if I pay attention to it. And now I just lost a +lvl20 run, because I somehow managed to trow away my main weapon(wand), during opening a locked door, no less. In terms of infuriating stuff, this is by far the biggest offender each time it happens.
Anyway, very good game.
This was the worst thing to find on a slow day at work. I have accomplished nothing today, and I couldn't be happier. This needs a full release on steam.
Cool, and very addictive!
P.S.: I think weak must work onto vampirism too...
Ik I should join the discord to suggest this. But it would be cool to have a sandbox/free play mode where you can test/mess around. You can make the first floor a level select. One exit leads to free play/sandbox. One leads to the normal base game. And one leads to maybe a custom mode (modifiers like a slider to multiply monster health from the start to add a challenge.) Ik suggestions like this would take time to implement. Would be cool to see.