Sorry! I've heard a few reports of this! I will investigate. We will try to update soon! Also we'll be moving to a downloadable version so hopefully that will help soon!
So was playing like an hour ago, had to go for abit so saved game, came back and loaded save and it was an old game not the one I saved. Might want to look into that
Sorry! I've heard a few reports of this! I will investigate. We will try to update soon! Also we'll be moving to a downloadable version so hopefully that will help soon!
I think it increases the chance of uncommon, rare, and legendary items being rewarded after combat. I also think that it is not permanent but that it runs out after time.
If u accidentally click the wrong part of the map it takes u to there and softlocks u so u cant click any part of the map or escape in any way. Have to restart game. Please fix
Oh, and I'd also love the option to turn off the delay between doing actions, it'd be such a relief when doing longer fights. I cannot put to words how much it would improve the experience! Also the ability to set hotkeys for accessories and weapons, and a hotkey for end turn would be nice.
Bug report: Bag of Knives doesn't work right. It says on use adds +3 to adjacent weapons but when try to use during battle says it is not a useable item.
... so turns out that if you put enough weakness on a slime and you can't do enough damage to oneshot, you can softlock due to regen scaling. I learned this in the first battle of my second run
There's currently a glitch involving the vampirism stone and weapons with effects that activate on kill (like the golden shiv or the assassin's dagger), where killing an enemy with the vampirism effect will cause the effects to proc twice. I'm not sure if this effect is balanced or not, but just thought I'd highlight it here as I can't find much mention of it elsewhere.
Love the game so far and am eagerly waiting for more! :)
sorry you had trouble with your saves! Did it disappear from Monday or Tuesday? Or did the save get lost within the same day. We want to do everything we can to fix it!
Just wanted to say that I hope all of these bug/question comments from players aren't disheartening!
From a creator's standpoint, one might think "Oh no, everyone seems to have some kind of problem with it!", but it just goes to show how great this game is - people like it enough to learn about the small details and make it even better.
Personally, this is the best dungeon crawler I've played in a long time and I'm looking forward to a possible full release in the future.
I believe it lowers all the prices of the items by half I believe. It doesn't say that the price is on sale but I bought a legendary item that usually cost 35 coins but only costed 17 coins.
Consuming a full gold stack causes an inventory slot to be permanently removed from the run. First picture shows missing slot on bottom right after purchasing wand and how the slot is unable to be unlocked. The second screenshot shows yet another inventory slot missing later in the run just after purchasing maximum health. Bug is present in v0.11.0a.
Using a whole gold stack causes inventory space to disappear. v0.11.0a
so uh i finished the game but my character's walking infinitely to the ? at the end. first time finishing, i reloaded the boss fight like 3 times if that does something
Feature request: Hold down 'R' for at least 2 seconds to reset game.
This game is awesome! I love playing while updates are rolling out to keep me engaged. There was a definite difficulty spike when status effects dropped every turn! I love it!
Bug report: just got my max health upgraded from the healer. Left her spot to go to exit then I find that her symbol is still available on the map. Clicked it again and the character just continued endlessly to do the travel animation. Luckily I can just click away to another location and character successfully moves. Still healer symbol is available on map
incredible game and a very interesting take on a classic RPG game, but I don't like the fact that you restart the entire game if you die, I would just rather that it would restart the area. like the little areas that have three stages each. aside from that, great game and it doesn't have enough popularity with how good it is
the more i play this game the more i am genuinely confused on how people manage to make it past the lava zone without being massacred by neither the olms or the fire geckos.
fun game, i just continue to have absolutely horrid luck.
I've done it twice. In the first one, I had a keg, a golden shiv, and a piggy bank, and I essentially bought as many free turns and as much healing as I needed. In the second, I built wands, orbs, and tomes, plus some armour. Both builds were difficult to manage, and took some luck to assemble. I screencapped the second one, I'll post it here if it will let me.
I love this game! I've been putting hours into it, and there's items and strategies for every kind of player.
My only real complaint is how strong the fire geckos are; with their high health & curses, I'll end up in battles that last a really long time and burn through all my consumables, and even then I end up doing zero damage at the end with all the stacked weakness curses.
It would be nice if there was a little guide as well, some of the effects and weapons have to be figured out through trial and error, which can lead to death pretty easily when the only way you can use weapons is in battle. Maybe if there was a training mode, where you could practice using your items against a dummy?
All complaints aside, this is a great game that I really enjoy.
For some reason when I downloaded the game, I got some error about needing to start Unity in dev mode or something like that. I don't even have Unity, how am I supposed to play?
- The forge should be a regular, predictable event that occurs every x floors. It radically effects the viability of a run and making it non-random would also help with scaling.
- The presence of the healer and shop should be non-random. It's annoying to go several floors without encountering healing or shops and that some floors have multiple healers/shops.
- The 25 heal for 5 gold doesn't scale; it should be a full heal. It's enough for the trade off just to be between increasing your health cap vs healing.
- I would consider making the shop and healer remain on map even after a player visits. It's annoying to discover you don't yet have enough gold to up your HP or buy the item you want when you could potentially go back after a few more fights.
- Let me click while the mouse is in motion on the map to redirect it. At the moment, once you click on a fight, etc there's no way to cancel out of that action.
- The Matthew options could use a re-think. Is the archer option even viable given that you don't have the inventory space for a backup weapon and can run out of arrows in a few fights? Should the rare/uncommon items pull from a limited set of options? The current mega-roulette just encourages restarting until you get a viable item(s).
I should start with that I cheated to get to these areas as I already completed the game normally and wanted to see what kind of scaling would be going on Post-Game to see if it was even something worth wasting time on.
Endless Mode Dungeon Section(Post Game):
The Player Receives no buffs per cycle of the dungeon.
The player's Bonuses do not scale and yet the enemies become Damage sponges and do End-Boss Damage/DOTs.
There is no special loot that I have found.
Loot/Equipment does not Scale.
First Post Game Loop:
Fire Gecko: 2160 HP, 31 Damage + 25 Burn (up to 3 Per enemy Group)
King: 15000 HP, 47 Damage. Gains 1 Spikes per turn and 1 Rage per Hit.
Second Post Game Loop:
Fire Gecko: 4080 HP, 47 Damage + 42 Burn
Grand Master: 32300 HP, 61 Damage + Summmon(Fire Gecko: 4560 HP, 52 Damage + 44 Burn). Second Round- Grand Master: 48 Burn + 52 Armor.
I had 93 MAX HP at that point.
Third Post Game Loop:
Slime: 1120 HP, 48 Damage or 44 Regen.
King: 42000 HP, 82 Damage.
I had 103 MAX HP.
I had a 1166 Damage Assassins Dagger(5x Golden Whetstone).
It would take me ATLEAST 36 attacks to kill it alone.
The Scaling is clearly Broken.
Curse Damage taken for ignoring them scales with each curse encountered so you can be 1-Shot with Damage or have to Dump items which are likely the only reason you aren't dead yet anyway. Curse Weapons Suck, if they consumed the curses on use maybe less so.
Post-Game you get a Curse you can't slot in, you are Dead.
Feedback/Ideas:
Add a golden Cheese Bonus. Some sort of Buff to the Player for completing the Game each Time that improves survive-ability Post-Game.
Extra HP? Scaling Damage/Buff/De-buff/Healing Values? Increased Luck?
If you are going to scale the DOTs then you need better removal methods than 1 Potion and 1-2 Point Removal Items otherwise the only thing that matters is how quickly you can kill the enemies who ALREADY scales if you take too long killing them. Makes for Boring Gameplay.
Damage Sponge Enemies are not fun. Even with infinite Energy and a 420 Damage Weapon(Assassin's Dagger with 2x Golden Whetstone) it takes an amazing number of attacks to kill these enemies so why bother with Post-Game/Infinite when I could go and play another normal balanced round of the game but lose the build I was enjoying.
5-15% Boost to the enemies each Dungeon Cycle so abit harder but not insane. It'll extend the gameplay and make Post-Game more interesting as a build is refined or replaced.
Post-Game needs some tweaking to actually be fun.
Side Note: Why is the Electric Stone and other Gem-Accessories not Conductive?
I should note I LOVE this game and have played it far too much. I would gladly pay for a downloadable version.
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So apparently there's one save slot and it can't be overwritten, so you get to save once ever.
Sorry! I've heard a few reports of this! I will investigate. We will try to update soon! Also we'll be moving to a downloadable version so hopefully that will help soon!
So was playing like an hour ago, had to go for abit so saved game, came back and loaded save and it was an old game not the one I saved. Might want to look into that
Sorry! I've heard a few reports of this! I will investigate. We will try to update soon! Also we'll be moving to a downloadable version so hopefully that will help soon!
doubt what does luck really do? i have an idea but i dont get it clear
I think it increases the chance of uncommon, rare, and legendary items being rewarded after combat. I also think that it is not permanent but that it runs out after time.
If u accidentally click the wrong part of the map it takes u to there and softlocks u so u cant click any part of the map or escape in any way. Have to restart game. Please fix
I'd love to see an abort run button. Great game, I'm really looking forwards to how this develops.
Oh, and I'd also love the option to turn off the delay between doing actions, it'd be such a relief when doing longer fights. I cannot put to words how much it would improve the experience! Also the ability to set hotkeys for accessories and weapons, and a hotkey for end turn would be nice.
Now it is just an clicker game... (btw got contered by axeman's spike and didn't have enough healing i clicked too fast.)
Really nice game tho
had fun playing this game. can't wait for the kickstarter!
this game is nice and interesting i like it , in other hand is possible to download it ?
We're making a downloadable version! We will have details about the KickStarter on the page next week! Hope you will come back!
oh nice, i hope more people play this game and love it has i do.
Bug report: Bag of Knives doesn't work right. It says on use adds +3 to adjacent weapons but when try to use during battle says it is not a useable item.
The Bag of Knives applies its effect to all weapons. So when you use a weapon, adjacent weapons get +3 damage. Try it out!
this game looks really fun from my first few runs through but I wish it had a way to download it to my laptop for when I'm offline.
we're setting up a kickstarter and a downloadable version now. Check back next week!
... so turns out that if you put enough weakness on a slime and you can't do enough damage to oneshot, you can softlock due to regen scaling. I learned this in the first battle of my second run
it's not a softlock, you can always wait for the weakness to ware off and die
well yeah but 100 weakness would take like an hour
There's currently a glitch involving the vampirism stone and weapons with effects that activate on kill (like the golden shiv or the assassin's dagger), where killing an enemy with the vampirism effect will cause the effects to proc twice. I'm not sure if this effect is balanced or not, but just thought I'd highlight it here as I can't find much mention of it elsewhere.
Love the game so far and am eagerly waiting for more! :)
I had a good run (it was my 5th or so), I saved the game and went to bed, now i got up and when i pressed continue I was at the end of my first run :/
But besides that it is an awesome game.
sorry you had trouble with your saves! Did it disappear from Monday or Tuesday? Or did the save get lost within the same day. We want to do everything we can to fix it!
I posted the comment just after it happened.
happens to me whenever i reload the page. i get sent back to my very first run
I play the web version on Firefox. Saving occasionally does not work even though it says game saved. It did not seem to save on Chrome at all.
This game is awesome
Is there a way to download the game or is it browser exclusive?
Just wanted to say that I hope all of these bug/question comments from players aren't disheartening!
From a creator's standpoint, one might think "Oh no, everyone seems to have some kind of problem with it!", but it just goes to show how great this game is - people like it enough to learn about the small details and make it even better.
Personally, this is the best dungeon crawler I've played in a long time and I'm looking forward to a possible full release in the future.
The ratty guy who will "exchange something of the same type" traded me a whetstone for my boots. Not exactly a similar type.
I got this pretty op build. It only had difficulties after the 3rd boss which it killed in 2 or 3 turns and the 1st endless boss.
How it worked:
Can you please implement an “export save” function? Besides that, this game is amazing!
With this update I can't use keys to unlock doors nor select a weapon to be upgraded by the badger.
Sorry about that! Please refresh the page and that problem should be solved.
Have recently just discovered an OP combo with Emerald Bracelet and Cursed Whetstone for infinite damage.
what does the tasty fly do? I gave it to the merchant but nothing happen
I believe it lowers all the prices of the items by half I believe. It doesn't say that the price is on sale but I bought a legendary item that usually cost 35 coins but only costed 17 coins.
thanks, I didn't get to see another merchant after I gave him one
I think it only affect the current merchant that you gave the tasty fly to. Not sure as well as I died right after buying.
Is there an official bug tracker? It seems as if using the Star Potion softlocks the game as it is right now.
I'm getting the same issue. Star potions are broken right now, I guess.
best thing to do is to report bugs in our official discord server
Really loving the new updates! The balancing up to the level 9 boss feels very well done.
Am I misunderstanding the potion "removes all status effects on self" or is it bugged? It does not affect the burning status effect on myself.
Maybe these are coded as an enemy status effect? If so, it is confusing that the status is shown under my character.
burn is a new status effect as of this update, so there may be a few bugs with it (there’s so many items its hard to test it all!)
Consuming a full gold stack causes an inventory slot to be permanently removed from the run. First picture shows missing slot on bottom right after purchasing wand and how the slot is unable to be unlocked. The second screenshot shows yet another inventory slot missing later in the run just after purchasing maximum health. Bug is present in v0.11.0a.
so uh i finished the game but my character's walking infinitely to the ? at the end. first time finishing, i reloaded the boss fight like 3 times if that does something
bug report: if you beat king ?area the character just continued endlessly.
btw first time i kill him
Feature request: Hold down 'R' for at least 2 seconds to reset game.
This game is awesome! I love playing while updates are rolling out to keep me engaged. There was a definite difficulty spike when status effects dropped every turn! I love it!
Pets and things land on keyboards all the time, holding any key to reset everything would be a disaster.
But, putting a reset game buried in the options, with a confirmation window too, might work. But just reloading the page/game also resets it...?
Bug report: just got my max health upgraded from the healer. Left her spot to go to exit then I find that her symbol is still available on the map. Clicked it again and the character just continued endlessly to do the travel animation. Luckily I can just click away to another location and character successfully moves. Still healer symbol is available on map
bug report: if you save game and reload it if you go to the healer you can use it again
Bug report: selling an item removes all ability to move items (both in and out of the bag) until you exit and reenter the game
Just posted a new patch. Please refresh the page. Sorry!
Bless, thx
thanks
yeah
incredible game and a very interesting take on a classic RPG game, but I don't like the fact that you restart the entire game if you die, I would just rather that it would restart the area. like the little areas that have three stages each. aside from that, great game and it doesn't have enough popularity with how good it is
the "permadeath" aspect of the game is a function of the genre (a roguelike)
yea i know when i wrote this i was just raging that i made it REALLY far into the game and then died towards the end
the more i play this game the more i am genuinely confused on how people manage to make it past the lava zone without being massacred by neither the olms or the fire geckos.
fun game, i just continue to have absolutely horrid luck.
I've done it twice. In the first one, I had a keg, a golden shiv, and a piggy bank, and I essentially bought as many free turns and as much healing as I needed. In the second, I built wands, orbs, and tomes, plus some armour. Both builds were difficult to manage, and took some luck to assemble. I screencapped the second one, I'll post it here if it will let me.
I love this game! I've been putting hours into it, and there's items and strategies for every kind of player.
My only real complaint is how strong the fire geckos are; with their high health & curses, I'll end up in battles that last a really long time and burn through all my consumables, and even then I end up doing zero damage at the end with all the stacked weakness curses.
It would be nice if there was a little guide as well, some of the effects and weapons have to be figured out through trial and error, which can lead to death pretty easily when the only way you can use weapons is in battle. Maybe if there was a training mode, where you could practice using your items against a dummy?
All complaints aside, this is a great game that I really enjoy.
For some reason when I downloaded the game, I got some error about needing to start Unity in dev mode or something like that. I don't even have Unity, how am I supposed to play?
potion that removes status effects on self doesnt apply to burn
how am i supposed to fight those geckos that burn me down in 2 turns ? :<
edit.: btw, forge is fun - need more
Handful of feedback points:
- The forge should be a regular, predictable event that occurs every x floors. It radically effects the viability of a run and making it non-random would also help with scaling.
- The presence of the healer and shop should be non-random. It's annoying to go several floors without encountering healing or shops and that some floors have multiple healers/shops.
- The 25 heal for 5 gold doesn't scale; it should be a full heal. It's enough for the trade off just to be between increasing your health cap vs healing.
- I would consider making the shop and healer remain on map even after a player visits. It's annoying to discover you don't yet have enough gold to up your HP or buy the item you want when you could potentially go back after a few more fights.
- Let me click while the mouse is in motion on the map to redirect it. At the moment, once you click on a fight, etc there's no way to cancel out of that action.
- The Matthew options could use a re-think. Is the archer option even viable given that you don't have the inventory space for a backup weapon and can run out of arrows in a few fights? Should the rare/uncommon items pull from a limited set of options? The current mega-roulette just encourages restarting until you get a viable item(s).
Feedback
As of: Backpack Hero Relic Update Hotfix 2
I should start with that I cheated to get to these areas as I already completed the game normally and wanted to see what kind of scaling would be going on Post-Game to see if it was even something worth wasting time on.
Endless Mode Dungeon Section(Post Game):
The Player Receives no buffs per cycle of the dungeon.
The player's Bonuses do not scale and yet the enemies become Damage sponges and do End-Boss Damage/DOTs.
There is no special loot that I have found.
Loot/Equipment does not Scale.
First Post Game Loop:
Fire Gecko: 2160 HP, 31 Damage + 25 Burn (up to 3 Per enemy Group)
King: 15000 HP, 47 Damage. Gains 1 Spikes per turn and 1 Rage per Hit.
Second Post Game Loop:
Fire Gecko: 4080 HP, 47 Damage + 42 Burn
Grand Master: 32300 HP, 61 Damage + Summmon(Fire Gecko: 4560 HP, 52 Damage + 44 Burn). Second Round- Grand Master: 48 Burn + 52 Armor.
I had 93 MAX HP at that point.
Third Post Game Loop:
Slime: 1120 HP, 48 Damage or 44 Regen.
King: 42000 HP, 82 Damage.
I had 103 MAX HP.
I had a 1166 Damage Assassins Dagger(5x Golden Whetstone).
It would take me ATLEAST 36 attacks to kill it alone.
The Scaling is clearly Broken.
Curse Damage taken for ignoring them scales with each curse encountered so you can be 1-Shot with Damage or have to Dump items which are likely the only reason you aren't dead yet anyway. Curse Weapons Suck, if they consumed the curses on use maybe less so.
Post-Game you get a Curse you can't slot in, you are Dead.
Feedback/Ideas:
Add a golden Cheese Bonus. Some sort of Buff to the Player for completing the Game each Time that improves survive-ability Post-Game.
Extra HP? Scaling Damage/Buff/De-buff/Healing Values? Increased Luck?
If you are going to scale the DOTs then you need better removal methods than 1 Potion and 1-2 Point Removal Items otherwise the only thing that matters is how quickly you can kill the enemies who ALREADY scales if you take too long killing them.
Makes for Boring Gameplay.
Damage Sponge Enemies are not fun. Even with infinite Energy and a 420 Damage Weapon(Assassin's Dagger with 2x Golden Whetstone) it takes an amazing number of attacks to kill these enemies so why bother with Post-Game/Infinite when I could go and play another normal balanced round of the game but lose the build I was enjoying.
5-15% Boost to the enemies each Dungeon Cycle so abit harder but not insane. It'll extend the gameplay and make Post-Game more interesting as a build is refined or replaced.
Post-Game needs some tweaking to actually be fun.
Side Note: Why is the Electric Stone and other Gem-Accessories not Conductive?
I should note I LOVE this game and have played it far too much. I would gladly pay for a downloadable version.