I'd love a way to refuse or undo level ups. I had the earth sword (the heavy one that deals extra damage for being high up), and I had it resting on an empty slot at the top of my backpack. I got the final levelup just before the last boss, and it made the sword drop to the bottom of my backpack and deal almost 0 damage. Before, it was dealing something like 42. I lost to the final boss because I leveled up, which doesn't seem intended.
I had very satisfying 10 turn battle, where I almost died. Then I met 2 fire Geckos and died instantly. For me backpack hero is the successor of Diablo were I also spend most my time analysing the loot : P
I steamrolled through most of the game with some lucky early drops on my first run, but then the final boss destroyed me. Only managed to get it under half health, but I have no idea how you're supposed to survive when doing anything causes you damage. The challenge up to that point had been pretty satisfying but in no way prepared me for the massive difficulty spike at the end.
the game is very good but since the save was implemented the game started to crash a few times at the end of some rooms especially in the last fire phase where I can never reach the final boss because the game crashes and doesn't come back even though I saved always gives error
It is not possible to play this game using the itch io desktop app:
Failed to download file Build/backPackHeroV13.data. Loading web pages via a file:// URL without a web server is not supported by this browser. Please use a local development web server to host Unity content, or use the Unity Build and Run option.
Also currently the start option just opens the folder where it was installed to instead of opening the index.html
Ahahahahaha. I had a whetstone build that used mainly shivs and hatchets. Then I got a nice spiked clubs and was like "this will be good for damage bursts." Then I nuked myself with it. Hah!
Oh boy, Backpack Rat! Back Packrat? Either way, I'm all over games where you play as a rodent, games where you explore a dungeon, and games where inventory management matters.
I don't know if it's the layout of Itch specifically, but I have to scroll the browser window a lot to be able to click the map icon, then scroll back when it's time for the action. The game keeps pausing instead if I try to keep the game screen completely in view when clicking the corner.
i wouldn't mind the curses, but they definitely force you into certain builds and limit you greatly. and you get spammed with them of all sudden. and whenever you get a curse you aren't even allowed to rearrange.
So magic seems kinda OP if you get the right combination. I am loving it, but it does kinda seem like a lot of other people are having issues with not mage setups.
With my current setup my lightning wand's base damage is 22 and it increases by 1/attack. Opening round I can do 23 shots with the wand if I want, totaling 759 damage. I am starting to get to the point where mobs have too much health to survive a salvo, so I tend to take it a little slower. The shield has +1 haste on it per use, so I can get 4 haste per round and use the broken ring to fill in any armor I need to survive, then poisons are dealt with by just adding regen in excess of it. The ethereal whetsotone and envelope kinda just sit there as "oh no" buttons. If the fight is looking tough, I can literally out turtle anything so far, build up my haste until I generate more armor than they can attack with each round and just start swinging out. I just got the coral, so the turtle setup will now also include +8 spikes/round as well, so that should become dumb pretty quickly. The image is being finnicky.
This game is fantastic and i can not wait till more is added on. I played for about a total of 10 hours and finally got a really intersting build to work well even into floor 13. Haste + Spikes are tricky to get working but oh man is it worth it. Im having so much fun with this and i hope to see more :D
awesome game! had a ton of fun. Won all 3 of my runs but didn't make it too far into endless mode. Love to see this on Steam with a Linux build if possible :D
softlock against an enemy with spikes, had a chain of 3 queen's cleavers and 4 regular cleaver's. no way for me to damage the enemy enough to actually kill it before the spikes damage killed me. really fun game so far but that loss was slightly disheartening since I was absolutely demolishing before that encounter.
Not a soft lock per say, just you being hard countered by spikes. I suggest picking up Cleansing Flame EVERY run you see it, no exceptions. It makes King & Axemen, as they gain spikes upon taking attack damage. (Poison / your own spikes are the only exception. They do not add spikes.)
Softlock probably wasn't the right word. mainly I had no way to win that encounter. At this point it was my second run and I hadn't seen the Cleansing Flame item yet. but I do see how that would've probably let me win yeah
soft locked on a sage toad. 21+1poison +13 (lightning) damage dagger +6 from scratch per turn < toady boi who heals for more as the fight goes on but doesn't attack. yikes.
Just getting started in Backpack Hero, long time roguelike adventurer. This game is fantastic Jaspel, it has a great balance of strategy, pathing, procgen / randomness, items, functionality, and pacing. It's already a blast that I can see myself spending inordinate amounts of time in.
I'm happy to kickstart and can't wait to see where you and your team take it!
This was my final backback for my first game (the fluffy cotton was final boss reward, nothing was appealing but if I kept going I would have got rid of it using it as a consumable slot honestly).
I really liked the game! Not sure I would play it multiple times but it was really a lot of fun to figure out, and the backpack mechanic really give tough choices and let you feel clever by fiinding small optimization.
The cursed blade was my first legendary item so I took it cause it
looked cool and I ended up never using the curse buff, but it still
became core to my build because of the conductive property that allowed
me more flexibility for the ring of doom and warrior's spellbook, which
was essential because the glass bottle and dark whetstone were also
asking for a really specific organizing.
In the end the build was both able to deal a ton of damage quickly to
get rid of dangerous ennemies, and stall for a very long time while
regaining health and keeping up with ennemy scaling by scaling faster
defensively. Very powerful and fun to play and super rewarding to make.
I'm rambling a bit but point is this is exactly the kind of dynamic you want in a game like this so this is a great success!
I'll probably play it more once it fully releases. Mostly hoping for
polishing (the game feels a tad clunky and slow at times) and things
that make you want to play it again. Currently I don't feel like I'd get
that much more out of multiples runs even if I'm slightly curious about
other builds, I think it might be due to a lack of event and ennemy
variety that makes it feel like you've seen everything after a single run.
Really nice idea and execution! One nice aspect Is that it is amenable to be played as a coffee break game which I enjoyed :) A few comments: Some items and combinations have pretty strong scalings and it felt like unless you can find the necessary items for such combinations you are doomed to fail in the magma level. I only had three runs, though. In my last run, warrior's spellbook, wizard cap, assassin's dagger, multiple shivs, ring of rage, broken ring, my first wand, two spiked helmets, and a whole lot of mana stones had awesome synergy and was basically unbeatable. I believe all relics boost the damage of items which is not very different than drops that boost damage. In Slay the Spire, I kind of enjoyed that the Boss relics changed the way you played greatly rather than just increasing damage. I'm not sure if it is running the game as a web application, but fighting got slower especially with many conductive items in the inventory. It felt like the connectivities were calculated only when items changed place, but still for some reason spending mana slowed the game greatly. Overall, even at this state looks and feels great! Keep up the good work!
Great game! First play and got super mage build that helps me win the game. I'll upload gameplay in Polish at my channel, so please check and subscribe PL - KRUCZY KANAŁ YouTube
I got some screenshots from my latest playthroughs.
Very strong build, despite being swarmed by enemies in Magma Core, I defeated all of them effortelessly. Although I lost against the final boss, I already had a maxed out backpack. The final boss was the massive fire gecko. It is very annoying to fight because you need to play extremely aggressively or Purse will eventually get overwhelmed by the flames.
I know this looks out of place, but I got the Earth Sword from a trade in exchange of a Ragged Sword and I would have used the structure items to keep it on top of everything, that would have made this weapon the most powerful one in my backpack.
Lastly, I finally managed to run a successful Berserker build:
And with that, I have some more balancing suggestions in relation to this build.
Starting with the elephant in the room, the splint item really needs a brand new coat of paint. It is a rare item that gets disabled if any armor is present and takes 2 spots for +1 healing after each use of a nearby weapon.
Compared to the heart gemstone and the vampiric gem it is very underwhelming while taking so much space. I think one of two things could be done to this item: Firstly, it could be ranked down from rare to common which is perfectly fine by me. Alternately, the item could be improved either by increasing its healing output from +1 to +5 or by giving it an additional buff. The buff that makes the most sense in my opinion would be rage with regen being my second recommendation after rage.
It is really difficult to run a Berserker build since this game is a roguelite with permadeath and a finite amount of resources, healing consumables are not very common, so the player's best bet is a very defensive and highly tanky build. All my most successful playthroughs were thanks to hoarding from 3 to 5 armor pieces. In this sense this Berserker build was only successful because I had a broken ring, an item that is not considered armor, therefore, it is compatible with the Berserker's ring, but provides a hefty amount of defenses given the player has manastones.
Further, I would be interested to hear the developers add more items that stop working if any armor or shield is present inside Purse's inventory that would make a build like mine's more attractive. Currently, the only 4 items that do act this way are the ring that I mentioned earlier, the splint which I also mentioned earlier, the hatchet and a relic that disables weapons if they are near shields and/or armor.
I could never make use of the dumbells because disabling items if they are near other items at all is not very convenient. Ironically, this can be combined with the mouse wood to get very powerful arrows because they have intertwined effects: the wood affects arrows exclusively and the dumbells affects all weapons which the arrows are considered to be, but both disable the item if it is near anything else and each adds a multiplicative amount of damage to the affected item(s). Because the effect of the dumbells is not only redundant but hard to work with for most builds, I thought about nerfing its effect from 3x/2x (Cannot remember exactly what bonus it gives) damage bonus to only +12, but all the weapons add +2 slow to Purse if used.
The best part of it is that makes perfect sense. The dumbells is heavy, so it should slow down anyone with it on themselves and it would make Berserker builds much more viable since no armor. Hey, but it is still your game, so if you have a better idea to improve this specific relic then go ahead I would definitely like to try it out one of these days.
Floor 40? I find that hard to believe with a layout that only does 500 damage a turn. How did you manage to kill the Fire Geckos before the burn stacked up and killed you?
I agree! These things are coming! Anchoring means you can't move it. Luck increases your chances of finding uncommon, rare, and legendary items. Conductive items are labeled as conductive. They work with mana
This game is an absolute blast! I feel like burn may be a little too strong, though. Those fights with three fire geckos were tougher than any boss fight but the final one.
I don't know is this a bug or what, because of the unit mechanic I wasn't able to finish my run. It was stacking evade endlessly and had no poison or method of clearing that.
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I'd love a way to refuse or undo level ups. I had the earth sword (the heavy one that deals extra damage for being high up), and I had it resting on an empty slot at the top of my backpack. I got the final levelup just before the last boss, and it made the sword drop to the bottom of my backpack and deal almost 0 damage. Before, it was dealing something like 42. I lost to the final boss because I leveled up, which doesn't seem intended.
I had very satisfying 10 turn battle, where I almost died. Then I met 2 fire Geckos and died instantly. For me backpack hero is the successor of Diablo were I also spend most my time analysing the loot : P
i think i broke the game mage is very strong i can attack 26 times on first turn and 10 times every turn after that really enjoyed the game tho
I steamrolled through most of the game with some lucky early drops on my first run, but then the final boss destroyed me. Only managed to get it under half health, but I have no idea how you're supposed to survive when doing anything causes you damage. The challenge up to that point had been pretty satisfying but in no way prepared me for the massive difficulty spike at the end.
finally after 3 days of training. i win with 999+ amor and 28 dam sword
Simple yet effective... With better RNG I could have gone a little deeper. #clutterfree
10/10 will buy when it releases.
Here's my first build that made it to the end!I call it DoomLegolas Build
CONGRATZ ON YOUR KICKSTARTER!!!!!!
Thank you!
It is not possible to play this game using the itch io desktop app:
Failed to download file Build/backPackHeroV13.data. Loading web pages via a file:// URL without a web server is not supported by this browser. Please use a local development web server to host Unity content, or use the Unity Build and Run option.
Also currently the start option just opens the folder where it was installed to instead of opening the index.html
Ahahahahaha. I had a whetstone build that used mainly shivs and hatchets. Then I got a nice spiked clubs and was like "this will be good for damage bursts." Then I nuked myself with it. Hah!
2400 damage a turn but can't deal with 2 3200 hp enemies. Was fun though, never got that other short arrow. xD
Great game, havin a huge laugh from it and I´m lovin it. Keep it up.
PS: It was fun to be a butcher
Oh boy, Backpack Rat! Back Packrat? Either way, I'm all over games where you play as a rodent, games where you explore a dungeon, and games where inventory management matters.
I don't know if it's the layout of Itch specifically, but I have to scroll the browser window a lot to be able to click the map icon, then scroll back when it's time for the action. The game keeps pausing instead if I try to keep the game screen completely in view when clicking the corner.
That's because of Itch. I just updated the links so if you refresh the page it should go away
MMMMMMMMMM honey
(I died to a bunch of sables, didn't have enough defense.)
i loved the game until curses. ruined the game for me, because it completely destroyed my builds mercylessly. That's so sad.
i wouldn't mind the curses, but they definitely force you into certain builds and limit you greatly. and you get spammed with them of all sudden. and whenever you get a curse you aren't even allowed to rearrange.
Rip my satisfying weaponless armor-spike build
You can skip curses for a damage penalty!
i know, but the penalty is too high sometimes!
I guess i know how this game works now... :D About 1700DMG in the first turn!
So magic seems kinda OP if you get the right combination. I am loving it, but it does kinda seem like a lot of other people are having issues with not mage setups.
With my current setup my lightning wand's base damage is 22 and it increases by 1/attack. Opening round I can do 23 shots with the wand if I want, totaling 759 damage. I am starting to get to the point where mobs have too much health to survive a salvo, so I tend to take it a little slower. The shield has +1 haste on it per use, so I can get 4 haste per round and use the broken ring to fill in any armor I need to survive, then poisons are dealt with by just adding regen in excess of it. The ethereal whetsotone and envelope kinda just sit there as "oh no" buttons. If the fight is looking tough, I can literally out turtle anything so far, build up my haste until I generate more armor than they can attack with each round and just start swinging out. I just got the coral, so the turtle setup will now also include +8 spikes/round as well, so that should become dumb pretty quickly. The image is being finnicky.
This game is fantastic and i can not wait till more is added on. I played for about a total of 10 hours and finally got a really intersting build to work well even into floor 13. Haste + Spikes are tricky to get working but oh man is it worth it. Im having so much fun with this and i hope to see more :D
awesome game! had a ton of fun. Won all 3 of my runs but didn't make it too far into endless mode. Love to see this on Steam with a Linux build if possible :D
I picked up a pick axe on floor one and lets just say, the story wrote itself
My first successful run. Didn't make it as far in Endless as I expected to; in retrospect I definitely could have managed my consumables better.
Cleavers are amazing if you have ways to navigate the hard counters
Fuck. The sage Toad.
late game blue slimes are BRUTAL. (top left had medium curse too.)
softlock against an enemy with spikes, had a chain of 3 queen's cleavers and 4 regular cleaver's. no way for me to damage the enemy enough to actually kill it before the spikes damage killed me. really fun game so far but that loss was slightly disheartening since I was absolutely demolishing before that encounter.
Not a soft lock per say, just you being hard countered by spikes. I suggest picking up Cleansing Flame EVERY run you see it, no exceptions. It makes King & Axemen, as they gain spikes upon taking attack damage. (Poison / your own spikes are the only exception. They do not add spikes.)
Softlock probably wasn't the right word. mainly I had no way to win that encounter. At this point it was my second run and I hadn't seen the Cleansing Flame item yet. but I do see how that would've probably let me win yeah
soft locked on a sage toad. 21+1poison +13 (lightning) damage dagger +6 from scratch per turn < toady boi who heals for more as the fight goes on but doesn't attack. yikes.
Just getting started in Backpack Hero, long time roguelike adventurer. This game is fantastic Jaspel, it has a great balance of strategy, pathing, procgen / randomness, items, functionality, and pacing. It's already a blast that I can see myself spending inordinate amounts of time in.
I'm happy to kickstart and can't wait to see where you and your team take it!
Love the music as well, cheers!
Annias
ps. sharing the fun build I have so far!
This was my final backback for my first game (the fluffy cotton was final boss reward, nothing was appealing but if I kept going I would have got rid of it using it as a consumable slot honestly).
I really liked the game! Not sure I would play it multiple times but it was really a lot of fun to figure out, and the backpack mechanic really give tough choices and let you feel clever by fiinding small optimization.
The cursed blade was my first legendary item so I took it cause it looked cool and I ended up never using the curse buff, but it still became core to my build because of the conductive property that allowed me more flexibility for the ring of doom and warrior's spellbook, which was essential because the glass bottle and dark whetstone were also asking for a really specific organizing.
In the end the build was both able to deal a ton of damage quickly to get rid of dangerous ennemies, and stall for a very long time while regaining health and keeping up with ennemy scaling by scaling faster defensively. Very powerful and fun to play and super rewarding to make.
I'm rambling a bit but point is this is exactly the kind of dynamic you want in a game like this so this is a great success!
I'll probably play it more once it fully releases. Mostly hoping for polishing (the game feels a tad clunky and slow at times) and things that make you want to play it again. Currently I don't feel like I'd get that much more out of multiples runs even if I'm slightly curious about other builds, I think it might be due to a lack of event and ennemy variety that makes it feel like you've seen everything after a single run.
Man, the badger boss is tough!
Fun game though, very well polished. Needs more background variety
Really nice idea and execution! One nice aspect Is that it is amenable to be played as a coffee break game which I enjoyed :) A few comments: Some items and combinations have pretty strong scalings and it felt like unless you can find the necessary items for such combinations you are doomed to fail in the magma level. I only had three runs, though. In my last run, warrior's spellbook, wizard cap, assassin's dagger, multiple shivs, ring of rage, broken ring, my first wand, two spiked helmets, and a whole lot of mana stones had awesome synergy and was basically unbeatable. I believe all relics boost the damage of items which is not very different than drops that boost damage. In Slay the Spire, I kind of enjoyed that the Boss relics changed the way you played greatly rather than just increasing damage. I'm not sure if it is running the game as a web application, but fighting got slower especially with many conductive items in the inventory. It felt like the connectivities were calculated only when items changed place, but still for some reason spending mana slowed the game greatly. Overall, even at this state looks and feels great! Keep up the good work!
Great game! First play and got super mage build that helps me win the game. I'll upload gameplay in Polish at my channel, so please check and subscribe PL - KRUCZY KANAŁ YouTube
My 5th run and i finally got it going
The barbell adds the property to weapons. So, weapons cannot be adjacent to anything. Read the card for your hatchet now
I got some screenshots from my latest playthroughs.
Very strong build, despite being swarmed by enemies in Magma Core, I defeated all of them effortelessly. Although I lost against the final boss, I already had a maxed out backpack. The final boss was the massive fire gecko. It is very annoying to fight because you need to play extremely aggressively or Purse will eventually get overwhelmed by the flames.
I know this looks out of place, but I got the Earth Sword from a trade in exchange of a Ragged Sword and I would have used the structure items to keep it on top of everything, that would have made this weapon the most powerful one in my backpack.
Lastly, I finally managed to run a successful Berserker build:And with that, I have some more balancing suggestions in relation to this build.
Starting with the elephant in the room, the splint item really needs a brand new coat of paint. It is a rare item that gets disabled if any armor is present and takes 2 spots for +1 healing after each use of a nearby weapon.
Compared to the heart gemstone and the vampiric gem it is very underwhelming while taking so much space. I think one of two things could be done to this item: Firstly, it could be ranked down from rare to common which is perfectly fine by me. Alternately, the item could be improved either by increasing its healing output from +1 to +5 or by giving it an additional buff. The buff that makes the most sense in my opinion would be rage with regen being my second recommendation after rage.
It is really difficult to run a Berserker build since this game is a roguelite with permadeath and a finite amount of resources, healing consumables are not very common, so the player's best bet is a very defensive and highly tanky build. All my most successful playthroughs were thanks to hoarding from 3 to 5 armor pieces. In this sense this Berserker build was only successful because I had a broken ring, an item that is not considered armor, therefore, it is compatible with the Berserker's ring, but provides a hefty amount of defenses given the player has manastones.
Further, I would be interested to hear the developers add more items that stop working if any armor or shield is present inside Purse's inventory that would make a build like mine's more attractive. Currently, the only 4 items that do act this way are the ring that I mentioned earlier, the splint which I also mentioned earlier, the hatchet and a relic that disables weapons if they are near shields and/or armor.
I could never make use of the dumbells because disabling items if they are near other items at all is not very convenient. Ironically, this can be combined with the mouse wood to get very powerful arrows because they have intertwined effects: the wood affects arrows exclusively and the dumbells affects all weapons which the arrows are considered to be, but both disable the item if it is near anything else and each adds a multiplicative amount of damage to the affected item(s). Because the effect of the dumbells is not only redundant but hard to work with for most builds, I thought about nerfing its effect from 3x/2x (Cannot remember exactly what bonus it gives) damage bonus to only +12, but all the weapons add +2 slow to Purse if used.
The best part of it is that makes perfect sense. The dumbells is heavy, so it should slow down anyone with it on themselves and it would make Berserker builds much more viable since no armor. Hey, but it is still your game, so if you have a better idea to improve this specific relic then go ahead I would definitely like to try it out one of these days.
Good luck on the Kickstarter!
Floor 40? I find that hard to believe with a layout that only does 500 damage a turn. How did you manage to kill the Fire Geckos before the burn stacked up and killed you?
- What does Luck do?
- What does Anchoring do?
- What are the exact details of Conductive items?
Game could probably use a bit more explaining on certain terms, and a character stats page.
I agree! These things are coming! Anchoring means you can't move it. Luck increases your chances of finding uncommon, rare, and legendary items. Conductive items are labeled as conductive. They work with mana
Is luck a permanent stat or temporary for the rewards of that combat?
(& when a way is added to see your current luck, % for each rarity would be nice!)
This game is an absolute blast! I feel like burn may be a little too strong, though. Those fights with three fire geckos were tougher than any boss fight but the final one.
I don't know is this a bug or what, because of the unit mechanic I wasn't able to finish my run. It was stacking evade endlessly and had no poison or method of clearing that.
This weekend's update will remove haste scaling