Welp, I finally made it passed floor 18. I ruined the run by forcing a fight I wasn't equipped for (bat and slime, the poison did me in) but other than that, I must say I wish you could get the smith more often, because they're the single most useful random encounter in the game bar none.
so I have had a bit of confusion at times telling the difference between gold and the energy so maybe making them more distinct. I also initially had trouble telling i had to add the coins to my bag because they sat next to the bag not under it like the other items, but once i moved some into the bag it obviously made sense they needed to be in the bag too but it took a bit. because in some games gold has its own spot so that is what i thought it was
I must say that the Backpack hero is great, but one minor bug is annoying me as hell during the game :v
Because there is a Save button but no Load button, I use to do two things mid-game:
1. saving often
2. reloading the whole page/game if I get stuck or am close to die, due to some wrong decision before the fight (gems not working), weak gear, etc.
Now, the bug is - every few game/page reloads (instead of waiting to die and continuing anew I reload the page instead), the game doesn't start from the last saved game, but from some random previous game played a day ago or so.
So instead of being able to win over the enemies, I'm stuck playing some previous version of "me" where the gear is much weaker, so the opportunity is gone :/
Is it possible to add the Load button or at least to fix the bug, so the game always have the exact last save after the page reload?
I really love this game, but even with the pick axe, 2 archangel armors, and a haste shield, the fire geckos on floor 16 were too much for me. It would be nice if there were some way to defend against curses, since as of right now, you're basically guaranteed to either lose items or take damage.
"first loop deep caves boss" i think there should be something to make sure a fight wont last foreverits after 90 turns half way of fight and i cant take dmg cuz of dark whetstone is broken with 2 hachets (180 weak on enemies + even more each turn so they cant outscale me) and so i deal 3 dmg per 2 turns to boss. (well another 90 turns i guess.) Also great game.
Amazing Game, thanks for making the demo free to try. I will try and support this project as soon as I can or just purchase the full experience when it launches!
My biggest gripe is the fact that you have to click the map icon, it seems a bit click intensive moving from stage to stage aside from that the game is absolutely incredible.
The one thing keeping me from making a build that lasts more than a few levels in endless is a lack of ways to deal with Poison. Once it stacks up to your maximum health you're dead. Period. Regen happens first so there's no 'returning from the dead' after poison gets you down to 0 hp.
There's only two items that remove poision as far as I know.
The first is the potion that removes ALL status effects, even the positive ones that I'm building up to finally be able to kill the enemies with the high health you see in endless. Then there's also the issue that it's a consumable, and I can't exactly keep the ten or so I'd need to finish a combat against some snakes.
The second is the one that removes poison whenever I use an adjacent weapon. Good luck using a weapon 24 times in a single turn though!
Please devs, we desperately need some more counters to poison. It's a guaranteed endless run killer that's just frustrating.
third run and passes the game, i buffed my weapon at no reason: increases damage over time, puts poison, lots of shields, vampirism. ring shields increase over time and has 8 uses with that flower thar refills mana plus the wands regenerates too, 1st defensive run, going offensive is a bad idea
the description (sometimes) says "a different item of the same rarity"
THIS DOES NOT WORK ON RELICS. If you end up having to get a relic that doesnt work on your build, it wont give you another shot at one that will.
Instead you get a legendary item, which can still be a better deal than a useless relic...but then the relic goes back in the pool and you could get it later.
Relics are considered as Legendary items in the game's code.
In previous versions they explicitly stated that they were Legendary, but this was removed to make their distinction from other Legendary items that can be obtained in the dungeon.
Relics should probably not be a tradeable item, I guess...
Finally managed to get pass the floor 16 wall thanks to the favorable encounters. This is the farthest I've ever gone. 2 ninja armors basically trivialize most encounters without poison or fire. I got the mouse bow first then discard for belt of knives later on. I couldn't find a single energy item except for the green necklace that requires curse, which I do not know how to handle. And neither did the regenerative wetstone.
I tried to make this build but after huge amount of attempts and corrupted save files, Photoshop is the only way. Any ideas on how to make it any better? I was thinking about adding couple of Chefs Hats, but I not sure if they add more damage than Green Chefs Knives overall. Also moving shield higher might trigger belt of knives more often but I got to test on how exactly weapons get activated with the shield trinket.
2 I love the new swamp floor but the speaker summons WAY to many enemies. You just can't get rid of the cultists fast enough before they debut you into oblivion.
3 the smith and healer spaces should stick around until you actually 'use' them. a.k.a. getting healed or getting an upgrade. the shop space shouldn't disappear until you leave the floor. Its really annoying when you accidentally click one of these spaces and just end up wasting it.
4 dodge should persist until you actually get hit because currently thing like the rouge helm are kinda trash because if you don't get hit on the first turn its a wasted space.
I would love to be able to help with the kickstarted but I'm a kid who is too lazy to get a job. I just appreciate that you haven't taken this itch page down in order to try to boost your kickstarter like so many games do.
Good comment over all. However, I do have one thing to say:
As for point 4, oh boy do I not want dodge to persist. Cultists are already the bane of my existence while the effect does abate, I cannot imagine how much worse they would get if their dodge persisted until attacked.
I think the Rogue Mask should grant the player +2 dodge in stead of the +1 we do have. I think that makes sense because every enemy that does attack only after 1 turn will hit the dodge. It is a good compromise in my opinion.
I have a bit of a bug to report. So I am a mobile player and sometimes when I save my run and go to sleep when I wake up and later play some more that run isn’t there to continue.
I reached floor 13 and then met those guys. They keep adding spikes every turn so I ended up killing myself every time when I attack them, even after I reloaded the save many times, I still couldn't win.
If only I had a few cleansing potions then I might be able to win lol.
Here is a really good strategy have a spike helmet, a lot of block, a cactus or two, and plenty of roses. Aka a thorns build. Then just spam end turn and they kill themseves.
Awesome game! Really a pleasure to play. Two bugs (I think) so far:
Wands and potions trigger spike damage (but arrows don't, so it seems like any ranged things also shouldn't).
Trading a relic for a "rarer item" resulted in a legendary gem. Probably relics should be considered the most rare, resulting in trading for a different relic in this interaction.
And two quality of life requests:
Spike damage maybe should be more obvious when you're getting hit from it; I've accidentally killed myself a few times now with it, as I'm interacting with my inventory and focusing on the enemy when attacking.
Playing as a mage is fun, but figuring out what items are connected to your mana is not. A little treatment to connected mana items when hovering mana-interactive items would go a long way to help!
I agree for the potions, but not the wands. The wands don't need another buff because, as is, they are excellent already. If, for the sake of realism, wands did not get affected by spikes anymore, I would propose to add an effect like Magic Protection that renders foes completely immune to wands as a trade-off. And, unlike dodge, the effect does not fade away as you attack, so everyone will have to wait 3 turns before they can harm any enemy using wands again.
The developers removed the rarity of Relics because of this misconception. In the game, every relic is treated as Legendary, but that does not mean Jaspel or anyone else in the devteam would want the relics to be obtainable from a trader or at all outside of boss battles.
I have nothing to say for the remainder of your comment, those are both good ideas that would go a long way making the game better if they were implemented.
Regarding your concerns about wands being already strong and therefore shouldn't be buffed anymore... I mean, bow builds are also super super strong. Just because they're (currently) strong doesn't mean their mechanics shouldn't be changed to make more sense.
Agreed that relics shouldn't be able to be "created" by a trader from a legendary item, but I do think being able to trade one relic for another would be reasonable. Or, if the devs would prefer otherwise, the next best would probably be to prevent them from being tradable entirely.
first real run with a bow , got to two levels after the first boss on endless. shield has haste. Definitely the most organized i've ever had my back pack 11/10 would try again
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Welp, I finally made it passed floor 18. I ruined the run by forcing a fight I wasn't equipped for (bat and slime, the poison did me in) but other than that, I must say I wish you could get the smith more often, because they're the single most useful random encounter in the game bar none.
every new week games feels better and better )
i think there is a bug in thi boss floor generation
The second exit is intentional and leads to a different area
game brokey it no work :(
Loved this game. The backpack mechanic works very well. Had a lot of fun playing it
i think this is a world record for thorns
attack
Cleaver Supremacy!
Cleaver OP
so I have had a bit of confusion at times telling the difference between gold and the energy so maybe making them more distinct. I also initially had trouble telling i had to add the coins to my bag because they sat next to the bag not under it like the other items, but once i moved some into the bag it obviously made sense they needed to be in the bag too but it took a bit. because in some games gold has its own spot so that is what i thought it was
oh and same with the mana stuff it being on the bag made it hard to tell it wasn't a separate thing
Hello TheJaspel :)
I must say that the Backpack hero is great, but one minor bug is annoying me as hell during the game :v
Because there is a Save button but no Load button, I use to do two things mid-game:
1. saving often
2. reloading the whole page/game if I get stuck or am close to die, due to some wrong decision before the fight (gems not working), weak gear, etc.
Now, the bug is - every few game/page reloads (instead of waiting to die and continuing anew I reload the page instead), the game doesn't start from the last saved game, but from some random previous game played a day ago or so.
So instead of being able to win over the enemies, I'm stuck playing some previous version of "me" where the gear is much weaker, so the opportunity is gone :/
Is it possible to add the Load button or at least to fix the bug, so the game always have the exact last save after the page reload?
Thanks in advance and keep up the good work :)
Kristijan
I really love this game, but even with the pick axe, 2 archangel armors, and a haste shield, the fire geckos on floor 16 were too much for me. It would be nice if there were some way to defend against curses, since as of right now, you're basically guaranteed to either lose items or take damage.
"first loop deep caves boss"
i think there should be something to make sure a fight wont last foreverits after 90 turns half way of fight and i cant take dmg cuz of dark whetstone is broken with 2 hachets (180 weak on enemies + even more each turn so they cant outscale me) and so i deal 3 dmg per 2 turns to boss. (well another 90 turns i guess.) Also great game.
Scratch (Top Left) Allows you to do 3 damage per attack regardless of weak.
Amazing Game, thanks for making the demo free to try. I will try and support this project as soon as I can or just purchase the full experience when it launches!
My biggest gripe is the fact that you have to click the map icon, it seems a bit click intensive moving from stage to stage aside from that the game is absolutely incredible.
Must play for anyone reading.
Suggestion:Add "hold on click button"
Wonderful game
Endless mode has a little difficult, the lv13 monster has 900+hp. I was tackling.
beautifully done, lost my run to an accidental page back... can't wait for the thing to release proper! please consider a mobile build!
The game technically works on mobile. You get a popup saying that it isn't supported, but it does still run properly :)
whetstone is fun
Nice Game!
My, FAVORITE GAME ME EVER PLAYS, I Swear me not a cat....
hello brother
Just created an account to say how original and fun this game is! Bow is pretty broken btw
The one thing keeping me from making a build that lasts more than a few levels in endless is a lack of ways to deal with Poison. Once it stacks up to your maximum health you're dead. Period. Regen happens first so there's no 'returning from the dead' after poison gets you down to 0 hp.
There's only two items that remove poision as far as I know.
The first is the potion that removes ALL status effects, even the positive ones that I'm building up to finally be able to kill the enemies with the high health you see in endless. Then there's also the issue that it's a consumable, and I can't exactly keep the ten or so I'd need to finish a combat against some snakes.
The second is the one that removes poison whenever I use an adjacent weapon. Good luck using a weapon 24 times in a single turn though!
Please devs, we desperately need some more counters to poison. It's a guaranteed endless run killer that's just frustrating.
Will be done
third run and passes the game, i buffed my weapon at no reason: increases damage over time, puts poison, lots of shields, vampirism.
ring shields increase over time and has 8 uses with that flower thar refills mana plus the wands regenerates too, 1st defensive run, going offensive is a bad idea
just wanted to save this for posterity... can still fight but it just takes too long
softlocked w/ jade axe and no money, somehow surviving with loads of armor.
thats true, i never thought of that... such a good run though ;-;
Machete works weird with 0.5 value modifiers (rage to self, weak on enemy)
About the Mysterious Trader update...
the description (sometimes) says "a different item of the same rarity"
THIS DOES NOT WORK ON RELICS. If you end up having to get a relic that doesnt work on your build, it wont give you another shot at one that will.
Instead you get a legendary item, which can still be a better deal than a useless relic...but then the relic goes back in the pool and you could get it later.
Relics are considered as Legendary items in the game's code.
In previous versions they explicitly stated that they were Legendary, but this was removed to make their distinction from other Legendary items that can be obtained in the dungeon.
Relics should probably not be a tradeable item, I guess...
An optional setting for hold-to-use would be nice, repetitive strain on mana builds is getting to me. :)
how does the hourglass work?
Finally managed to get pass the floor 16 wall thanks to the favorable encounters. This is the farthest I've ever gone. 2 ninja armors basically trivialize most encounters without poison or fire. I got the mouse bow first then discard for belt of knives later on. I couldn't find a single energy item except for the green necklace that requires curse, which I do not know how to handle. And neither did the regenerative wetstone.
look
I tried to make this build but after huge amount of attempts and corrupted save files, Photoshop is the only way.
Any ideas on how to make it any better?
I was thinking about adding couple of Chefs Hats, but I not sure if they add more damage than Green Chefs Knives overall.
Also moving shield higher might trigger belt of knives more often but I got to test on how exactly weapons get activated with the shield trinket.
That was a good attempt :(
4 thing I would like to say about the game
1: I love the game SOOOO much its awesome
2 I love the new swamp floor but the speaker summons WAY to many enemies. You just can't get rid of the cultists fast enough before they debut you into oblivion.
3 the smith and healer spaces should stick around until you actually 'use' them. a.k.a. getting healed or getting an upgrade. the shop space shouldn't disappear until you leave the floor. Its really annoying when you accidentally click one of these spaces and just end up wasting it.
4 dodge should persist until you actually get hit because currently thing like the rouge helm are kinda trash because if you don't get hit on the first turn its a wasted space.
I would love to be able to help with the kickstarted but I'm a kid who is too lazy to get a job. I just appreciate that you haven't taken this itch page down in order to try to boost your kickstarter like so many games do.
Anyways thanks for the great game.
Oh and the music is an absolute banger as well
Good comment over all. However, I do have one thing to say:
As for point 4, oh boy do I not want dodge to persist. Cultists are already the bane of my existence while the effect does abate, I cannot imagine how much worse they would get if their dodge persisted until attacked.
I think the Rogue Mask should grant the player +2 dodge in stead of the +1 we do have. I think that makes sense because every enemy that does attack only after 1 turn will hit the dodge. It is a good compromise in my opinion.
every time it updates everything disappears
and im not on mobile
what happen to my runs :( i was just about to do my double king cleaver and queen cleaver
MAGIC IS POWER!
A great game tbh
I have a bit of a bug to report. So I am a mobile player and sometimes when I save my run and go to sleep when I wake up and later play some more that run isn’t there to continue.
it says unity WebGL isn't supported on mobilephones.
i think it's not a bug.
ok then
lvl 28 god
I reached floor 13 and then met those guys.
They keep adding spikes every turn so I ended up killing myself every time when I attack them, even after I reloaded the save many times, I still couldn't win.
If only I had a few cleansing potions then I might be able to win lol.
Here is a really good strategy have a spike helmet, a lot of block, a cactus or two, and plenty of roses. Aka a thorns build. Then just spam end turn and they kill themseves.
Awesome game! Really a pleasure to play. Two bugs (I think) so far:
And two quality of life requests:
I agree for the potions, but not the wands. The wands don't need another buff because, as is, they are excellent already. If, for the sake of realism, wands did not get affected by spikes anymore, I would propose to add an effect like Magic Protection that renders foes completely immune to wands as a trade-off. And, unlike dodge, the effect does not fade away as you attack, so everyone will have to wait 3 turns before they can harm any enemy using wands again.
The developers removed the rarity of Relics because of this misconception. In the game, every relic is treated as Legendary, but that does not mean Jaspel or anyone else in the devteam would want the relics to be obtainable from a trader or at all outside of boss battles.
I have nothing to say for the remainder of your comment, those are both good ideas that would go a long way making the game better if they were implemented.
Regarding your concerns about wands being already strong and therefore shouldn't be buffed anymore... I mean, bow builds are also super super strong. Just because they're (currently) strong doesn't mean their mechanics shouldn't be changed to make more sense.
Agreed that relics shouldn't be able to be "created" by a trader from a legendary item, but I do think being able to trade one relic for another would be reasonable. Or, if the devs would prefer otherwise, the next best would probably be to prevent them from being tradable entirely.
modo infinito 2, contra el boss del segundo bioma. Set de arquero, se gana en 1 turno. Hasta 500 de daño por 1 de energía
first real run with a bow , got to two levels after the first boss on endless. shield has haste. Definitely the most organized i've ever had my back pack 11/10 would try again