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(+1)

Tooth Necklace and the Guarding Band Synergy was a nice surprise.

3 Tooth Necklaces doing 3 Damage a turn for 3 Haste kept my armor at pace with damage alot of the time.

(1 edit) (+1)

I completed this game by solely relying on this item:
in combination with those bowls and the barrel. In the end i hit my bottleneck in the endless mode cause i got jebaited by this ninja costume. It should have given me dodge but everytime it got canceled. Anyway it was really fun. (I fought the boss with av. 90 dmg)

I'm pretty new this was my 5th runthrough, so i might misunderstand the mechanics of dodge. Don't blame me ^-^

(1 edit)

every 1 dodge dodges 1 regular dmg attack.  as far as I know anyways...someone else can correct me if it dodges burn, poison, or otherwise as well.

It can dodge burn if you'll have dodge at the start of your turn when you supposed to take that damage. Poison deals damage through dodge and block from what I remember:)

Update: I beat the boss again

This time with the pickaxe. Maybe I'll try a magic build next time.
I've seen someone fighting the final boss with 5k health. Concluding he beat the game several times in endless mode.
It was a conductive Spear or something.
Anyway I'll stay updated and try other op tactics in near future ;D

Ended up getting chain attacked with no defence and chance to heal my hp back. Was. a good run tho

(+2)

Think with the current wording, Elder Mage boss in The Swamp shouldn't receive Dodge from the hits he is dodged. Because his description says "on take damage, get 1 dodge", if he dodge the hit he doesn't take damage and therefore should not get the dodge. I know he was working like this all the time, but either change the wording or the mechanic, please:)

(-2)

just because damage is negated doesnt mean it was never taken in the first place, the wording is fine

Well either you or me do not understand the definition of word "dodge". In my mind, dodge means that the hit that should cause damage, and, as result, the damage it should cause, would be avoided, aka not taken. And I'm having hard time trying to word what is happening from your point of view to consider damage be taken but also not:)

(1 edit) (+1)

what do u think of my latest 2 runs?

(+1)

So...the question is: how often and where can you find that weapon smith? Is it only first few floors? Is there only 1 (maybe and sometimes)? Because that fox rapier is awesome, but woulda been a lot better if I could have ever found a weapon smith, and if there's none after king then I went into too many fights I didn't need to.

It is randomly occur in second and third part, and seems to be found more often in the swamp than the deep caves in part 2. Not guaranteed to find it in your runs, and it also can be either shield or weapon forge when you need the opposite:)

Is there any point to the Paladin's Sword? Ten damage seems weak considering how long it gets anchored afterwards.

(1 edit)

Yeah, the 10 damages justify using it. The anchor is not an issue since I usually keep all my items in the same spot, maybe that changed with this update because I have yet to try it out. 

Guys, what is luck?

(+5)

From Backpack Hero's Discord FAQ:

Q: How does luck work?

A: Every time an item is discovered (including "reorganize now" items), a random number is chosen. The higher the number, the better the rarity. When you find an item, other item rarities become likely to be found. So if I find an uncommon item, rare and legendary items become more likely. Once I find an item of a certain rarity, my luck for that rarity is reset to 0 and I need to rebuild luck for that rarity. Getting "luck" from an item, increases your chances for all rarity types.

(-1)

I wish I knew.

(+1)

Love this game !!

My cursed build end up with 14F

That's pretty awesome.  Never could get curse build to work for me, so nice to see it can go places.

(+5)

I love this game! I would even say its perfect - until you get to enemies that use curses more frequently.

Even a single 1x1 curse can be overpowered and so frustrating: You get a negative effect, it deletes Items, you cant even move Items around to make your build work after the curse,and if you want to remove it you get another negative effect.

Each turn a curse? My inventory is now half "empty" after 3 turns, plus I'm burning. In other deck building games like Slay the Spire or Edens Zero, Curses inconvenience you - here, they break you.

This is a bit sad, because up to that point, even with bad Luck, you have a chance of moving forward, but if you meet a boss that gives you a 2x2 curse every second turn with the potential of removing 4 Items, you either need to kill the boss fast enough or accept your fate.


But, keep in mind; this is the only big problem I currently have with this game, it is still incredibly fun!

(+2)

Bosses do not have big curses; in fact, the only boss I remember having a curse is a queen bee, which is also the least tanky boss in the game. And she does harmless small curses that aren't that bad.

Monsters with curses are indeed annoying, and while the most recent patch moved their curse move onto the second turn instead of throwing them at you right away, there is still some leftovers that aren't good. And adding a curse to the first turn Salamander in the swamp in my opinion was the worst change in this patch:)

It isn't as unplayable as you describing it though; first 9 floors that are considered the actual game (and the rest isn't supposed to be very balanced as its called endless mode and will outscale you anyway) can be beaten on a lot of setups and curses are only bad if you deal very low damage, dont have any sources of life recovery and have your entire inventory occupied with useful items, none of which you can discard. It also should be all at once, because otherwise you can either kill enemies quick enough, outheal the damage taken instead of curse (yes thats an option and it is specially good against big curses) or just take a curse and use it right away if you can neglect its effect on use. I'm not even mention a legendary that destroys adjacent curses since it also require a bit of healing and some luck to find. But overall, curses aren't that bad, specially for the 9 floors of the current game.

You can chose not to take a curse and just take damage instead.

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Eventually did lose at floor 24's boss... Was rough getting there!

Edit: Also the build did tend to lag/slow down the game while battling.. Since each attack was subtracting a mana while also buffing both weapons with either the stopwatch or the uhhh.. Whatever the spiky relic item was called on the far right.

looking at this, i somehow feel like if you had a second tome, like the necronomicon, and/or the mana relic, and few more huge manastones that you might have hit record heights of floor 30...

I had a second tome for some of the run but gave it away for I think the windmill relic... I'm not sure if the Ring of Doom would have helped. Can't remember if it gives more rage... But I needed more initial damage to beat the summoned minion that this boss spawned... Once I got past the first waves in most fights I could just outlast everything and eventually build up enough damage to punch through. But since I only had 1 dodge per turn, I got wiped as soon as I couldn't clear one extra enemy. Actually, the helmet that lets you dodge once per turn would have been extremely helpful... Or even just some dodge potions in this particular battle. Though the weakness of this build is burn and poison... If you can't dodge it or kill it quick enough. You lose.

(+1)

Look what you made me do in order to beat this boss!! Took forever, but I beat 'em at floor 18!

i found a op bug with scimitar that has to do with the shop

its selling and rebuying right

yep since the coins get "destroyed" scimitar gets +1 dmg you can one shot the final boss if you have a shop at floor 8 and enough time

the only thing preventing you from abusing this glitch is you might not always have a shop

My turtle build seems to be working

now rid yourself of weapons and get the pacifist ring :P

(1 edit)


poison kill me

(+2)

Pretty standard mage/structure build. Archangel armor lets your shields scale over time (assuming you don't get flamed to death like I did on floor 16). Wizard cap + ancient tome + wizard's robe gives you 8 mana regen a turn. Gemstone heart + cleansing rag to help stay alive vs. poison and damage that overwhelms your shields on the first turn before scaling kicks in. Ring of doom to scale the wand damage, I had fun trying to figure out the optimal amount of buffing to do with the ring of doom (think it ended up being 11 times on turn 1). Poison snake + flame enemy was ultimately the builds undoing, as the flames scale out of control and poison is unblockable. Got to floor 16 though so still pretty happy with the build.


The update definitely made the game much harder. Haven't tried archer/cleaver builds yet since it dropped, this build was just what I ended up getting up and running today.

Challenging game but I enjoyed it. Will be back

(+1)

A QoL idea could be to make a button that would simulate a turn with your current backpack set up sometimes its hard to grasp what would happen with the items

Whetstone is sick with 0 action points weapons like 1 slot Shiv or 3 slot Machete, with it player don't need to use main weapons, just only single use free Shivs.

I have 2 Shivs + 1 Machete (deal damage to All) and i have dealt

2 Enemy 

(2+9)+(2+9)+2(3+9) = 22+24 = 46 Damage

In 1st round!

Whetstone upgrade every weapon damage +3 for entire Combat (not only turn, so it will stack) and bonus is applied to in Column and Row.

Wery sick COMBO. Use all Energy points on Stone and then attack with 0 Energy weapons. Also next turn they will be even stronger.

EVEN MORE DAMAGE!!!!!

(+1)

pickaxe is OP. Free gems per kill AND stacking bonus damage for each adjacent gem. At this point thats 51 dmg per swing with the pickaxe. With the money axe i cant lose basically, its free money every merchant. Killed grandmaster in 1 turn. 

(+1)

Getting to max level ruined my build on this run:

The game forced me to unlock the last square that was holding the earthblade up and even though it was anchored to the top row with the tusk it still fell. If the devs read comments here maybe consider allowing skipping levels and making it so anchored items don't drop since they can't be moved any other way either.

if you anchor another item below it they will support a heavy item above them. I had the same build as you, but with shivs holding up the blade, worked a treat.

(+1)

not even boss stage =((

Can you fire both arrows with one use of the bow?

(+1)

It fires all 3 arrows, there is a small arrow in the same column as the bow but above it. This is a legendary bow that fires arrows above too.

(+1)

What happened to Matthew? Miss that guy.

(+3)

press M on the loading menu before starting or continuing any game

(+1)

You are royalty.

(-1)

Mouse wood is SEVERELY bugged.

The affect is applied in all arrows for every click in the bow.

(+1)

the arrow is the weapon, not the bow so it makes sense, u need a special bow to make it work

Absolutely dirty run, each mana gives +2 to the spear, frog totem refills 3 mana per turn

had a similar run that let me give these arrows +2 and use them all at the same time with the bow, this screenshot is from earlier in the run but later on I got 5 arrows around the ring and was getting +10 from each use of the ring

there's also arrows that get more damage per manastone connected but I didn't find any this run but still my highest damage run yet.

yeah, this is fun. thank god for vampirism

(+1)

Archer builds are so incredibly strong it is hard not to win with these and a few good pieces can let u scale really far into endless (such as bomb hourglass with the ethereal arrows wand and mana crystal stacking)

(+1)

wow I didn't even think about bomb with ethereal weapons, I need to get something like that to work now thank you

(1 edit) (+3)

king's spike stacking is a total dream crusher for cleaver builds oh my-

im just strolling along with shield hero, cleavers, and a once per turn 20 dmg weapon, i even have chain knives, and no matter what i do his spikes are just way too much for me, and if i just use the once a turn thing with my shields, his regen becomes too much to out-damage and is 100% game killing

figured id try another cleaver build since the nerf.  unless you can pick up cleansing flame this boss is pretty much a guaranteed run ender.  

an image taken moments before disaster:

??? mirror shield should've made that a cake walk, just alternate between shielding and hitting him with single cleavers and he gets no rage and no spikes

(+1)

Minor bug? Used the racoon that trades an item for "same type, increased rarity". Gave him the roof structure and he returned a whetstone accessory. Maybe there is not Rare structure? Or do structures count as accessories?

balloon is a rare structure, but I think you confused the something else with the raccoon, there is an event that trades an item with another one of the same rarity, and maybe you confused these two idk if the raccoon event even exists bc I've never seen it

It may not have been a raccoon. It was traded for a more rare item, but it wasn't the same type.

ok I guess

(+1)

Wow, Grandmaster boss is nuts. I had a pretty solid build I think, but I couldn't get him past 600 health. The only issues I see with my build is I had to fill up 6 inventory slots with keys to enable the key blade's damage, I went in with no consumables when my build relied on philosopher's stone to put out crazy damage turn 1, and my shield only had 12 block. That said, I was able to put out around 100-150 damage a turn if I didn't have to dedicate any energy to block. What really screwed me was the massive amount of burn he built up stopped me from being able to use the vampiric halberd to its fullest, thus nullifying my ability to heal throughout the fight. 

I feel like if I dedicated any more space to armor, my build would be severely compromised and would limit my ability to put out massive damage turn 1 through philosopher's stone, and the payout for having armor instead would have been pretty small throughout the rest of my run, although it definitely would have helped with the burn.

I don't think the Grandmaster is unbalanced per say, but I don't see how a damage-focused run could ever beat him seeing how much damage he puts out every turn. The reason I built the way I did was to blast the curse and poison enemies turn 1, and I made it through basically the entire run without much issue, never really falling under 20 health. I think the key to beating the grandmaster is just to build something that can put up 20 block or more a turn without having to spend energy, and to come in to the fight with at least one of the potions that cleanses statuses, although 2-3 would be even better. From there you would just need reliable damage output of 40-50 a turn and you could eventually chip him down, although I am not sure if you would be able to get through his summons at that rate. 

(+1)

just play an archery build u can just kill every boss in 1-2 turns

grandmaster is the easier of the final bosses, your build was just a mid game build, not an endgame one

(+2)

Fish, haste and dodge carried me all the way past the first boss on infinite, then died horribly to the inability to scale any further. But it was a fun ride while it lasted!

(+3)(-4)

The "King" enemy needs severe rebalancing. The only build that stands a chance of beating him is an archery build due to his spikes and regen. Basically, if you get bad RNG and he's the boss and you're not a ranged build, you might as well restart.

(+1)

He actually wiped my archer, because the spikes trigger per arrow. I got past him with block and whetstones without much trouble on the next run. I think he's well made for end game.

(-1)

Arrows don't trigger damage on spikes, though. I was able to kill him with an archer build because of that, unless the most recent patch changed it of course.

(+1)

It may be a recent change, I just found out about the game a few days ago. 

Love the game, but I ran into a soft lock with the assassin's blade. Neither the enemy or I could do damage, our defense kept outscaling.

(+2)

There is a "Scratch Feature".  You could also re-organize and take off the armor.

The game allows for this, so if you don't do it, its not the software, but the player who is forcing the perpetuity.

Mario Bros. has a timer, for instance.

I think they mean that they can't do enough damage to break the block and the enemy blocks every turn. Why organize the armor and die when you can just close the tab.

(+1)

Finally managed to get through normal mode after many tries and get a mana build running in endless. Sometimes your very first fight cannot even be blocked perfectly. In many cases, you have to take some beating in order to gain xp because of the new cowardly mechanics. There are many possible deadly combinations of mobs, like 2 sabers in a fight. But worst of all is how high the starting damage for the first few turns can be if you are unlucky.

I basically avoid the blessed swamp now since it is just difficult without much gain. The salamander with 100 hp is simply near impossible to immediately kill, yet it throws a curse at you every single turn.

With the ninja haste interaction gone, I thought of using weak to help myself survive. I also got 2 rags to handle potential poison matchups, which ended up not very useful since I always target them first anyways and it made the game even laggier. I failed to find a mirror shield which wasted a shield forge, and failed to get windmill & legendary hat so I had to keep the armor. With no haste and shield meaning no armor, I simply died to the grandmaster burn.

I saw the new curved arrow and am still unsure how to use it properly. I think a build with 4 electric arrows can do some pretty nice damage, if you manage to get the arrows. The usefulness of the short arrow is also questionable with the nerfed bow. Time for more exploration!


Made it to floor 25 but now soft locked by the only enemy which doesn't attack (no way around this time). Is there any way to reroll map layout?

1 cleansing rag used 3x/energy * 6 energy = -18 poison, so I would die before finishing about 167 turns of 3x vamp/energy, but there is no other reliable way of removing poison at this level that I can think of. 

Only got weapon blacksmith so no +haste on shields and didn't find any mirror shields, but otherwise this build is near its apex. If the shield spirit works with arrows then maybe a crossbow and poison arrows instead of melee could work since it only takes away damage. 

Unfortunately you need almost every rare item seen here to make it work...

-2x hercule pavese, potentially 3
-4x shields, two can be lil bucklers
-1x coral (believe you can only get 1 of each relic but idk)
-3x energy (windmill, token, crimson) for coral to work well

If you roll shield blacksmith then guarding band is unnecessary for boss fights, and the weaponry/shield spirit/cleansing flame are only for healing and surviving bee poison fights so they can be replaced with aloe and/or sufficient healing. 

I had a build pretty close to this one, died to the same enemy, I was using pacifist rings for energy so I didn't have any weapon to deal damage at all, it probably could have been avoided by hovering over the enemies on the map and not taking the fight but this enemy seems to be built for ending the runs of builds that revolve around spikes sadly.

Yeah that's what I did for the two prior magma stages but this time they blocked my path completely

(1 edit) (+4)

This game is probably one of the best free web games currently on the market, and one of the better ones released this year, and it's still almost a full year until it's steam release. However, the huge RNG aspect makes it so runs either go to floor 5 and get stomped 20 times in a row, or make it to floor 30+ easily.
I'm not suggesting a change to it cause it's what makes the game fun and challenging, but I do want a way to see builds at their full potential.

Either a sandbox mode or some way to dictate what weapon(s) you want to find more often through some kind of random event on f1-3 would honestly make this game be really interesting, allowing builds that have never been seen before, and allowing floor maximums that have never been seen before.

The sandbox mode can obviously disregard any kind of leaderboard you may set up, and the random event idea would be like "Which offensive path do you find yourself going down, young one?" then the player picks one (melee, archery, magic), and then those weapons or items relating to them (ie shield for melee and arrows for archery) would show up 20% more often or however much.

Glitch: ...What nearby weapon?

(1 edit)

Move the Duct tape

The Double Halberd counts as being adjacent to itself because of the tape

Isn't it just supposed to pass on effects? The weapon doesn't give anything else an effect, it just can't be next to a weapon, which it's not. If I had to guess what was causing this bug, they probably use an invisible effect to track weapons being adjacent to others, and this invisible "technical" effect is being treated like a regular effect, despite not being listed in the stats at all.

Lol... Right there... The weapon is holding the back pack :D

ok, this sure is interesting

(1 edit)

I have discovered a glitch that i am not certain of the conditions of, but when I ended up killing both a cowardly enemy and a normal enemy with poison while there was another cowardly enemy left, the game softlocked me. It was the porcupine-rat-vole enemy lineup, with the rat and vole being the ones to die. i don't have a screenshot, sadly, since I just made my account to post this comment, but it is something tat needs to be fixed. If it helped at all, the highlight text box for the vole doing damage stayed everywhere my cursor was unless I was hovering over an item in my pack

edit: i meant muskrat, I thought the vole was the cowardly one and checked it just now

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