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(+1)

If anyone wants advice on a fight or a strat, I can probably help. I'm 20-3 on my runs and have had all sorts of builds, with screenshots of all of them after the final boss.

(+2)

Slight bug, when you have dodge and get hit with a lifesteal attack it still heals the enemy even if you dodge. Lost a run to a bat because it just kept healing even though I was taking no damage.

(+1)

Must be most recent patch because I know it didn't do that a few days ago.

(+1)

Iron Helmet: Adjacent clothings get +1 block
Red Hoodie: Does not get +1 block

Hoodies are not clothes confirmed.

For some reason hoodie is armor but not clothing helmet or footwear.

Died on 1st loop but still, this clicker build is very fun. Also knife belt with wand generates shitton of attack on arrow

(+2)

Tried a no weapon build using coral's spikes as my main damage, worked against everything until I fought a Snake that never did a normal attack and stacked poison until I died.

thats when you go for the eyes with your tiny little paws :P

(2 edits)

Pro tip: If you play the current update, please avoid the Enchanted Swamp, go to the Deep Caves instead.


I am aware that the Salamenders needed a change because they were very simple and could be exploited due to lack of any action other than bluntly attacking, but the fact that they got the same treatment as the red slime (Which is already a threat despite having only 36 health) is horrible.

Every turn Salamenders will deal about 15 points in damage and give Purse a curse. Yes, it happens every single turn, and it is not just a mildly annoying curse either, it is one of two curses, either the spikes curse or "add 3 poison per turn" curse, the latter appears to occur more frequently than the former and the fact these 100 health monsters can appear in packs of two worsen the matter.

Even the pre-nerf Fire Geckos (Added poison in stead of burn) and the Olms were not nearly as difficult to defeat. I somehow survived two battles back-to-back with these Salamenders from the skin of my teeths, but still succumbed during my third consecutive encounter. I went from 55 health points all the way down to 0 and it is in spite of having healing and a potted aloe to counter the poison too!

(+2)

Yep, those enemies are pretty OP. I'm surprised I managed to get past the swamp the first time I went there.

(+2)

Finally pulled off a decent cursed sword run.  Made a mistake in my 2nd to last fight that had me low health coming into this one, but I doubt I could have made it much further anyways.  Still happy I finally did it...

(+1)

Yeah, that was pretty lucky.

(+1)

Who needs fancy weapons when you could endlessly sharpen bat *BONK*

(+1)

Fun cauldron+Regen build when I got a Red Hoodie from Matthew. 121 hp at the end with double seasoning healing for 30 hp base consumables and I think 60 for the 10hp drinks.

(+1)

10/10, didn't expect such a fun mage build (armor wasn't allowed)

(2 edits) (+2)

The New META Do it all Build

10 energy initial turn and 6 energy for following turns. Ramp that Scaling!

Just add Haste to shields and/or Rage to initial cleaver when finding the Blacksmith.

First game of the new patch. Still on going run. Just need some sleep.

(+2)

how is loading the save supposed to work? because every time I go to the game page it just starts from scratch.

(1 edit) (+1)

So I'm not the only one^^

Tried this game out today, and tried to make sure it actually properly saves before going further than the first point where it lets me save - and opening my browser again, it just starts over.

Already allowed cookies, explicitly made Chromium not delete any cookies from this page, even accepting all 3rd-party cookies... no dice.

(+3)

man curse damage is unreasonable, that would be okay if the enemies that caused it didn't appear in multiple groups and have lots of health.

its all just a math game with curses

do you take the curse or lose backpack slots and/or items?

is it worth to lose the slots over 13 damage or take the damage over losing a critical item

they're not that bad unless it's the fucking fire geckos

Salamanders are now Fire Geckos 2.0

(+2)

Fox Rapier + Soldiers Buckler + Archangel Armor is a deadly combo. Whenever you defend, you also boost attack. When you attack, you gain defence and boost your shield. Win win.

Very cool combo! Fox Rapier + Haste is great, I had a run with haste on a shield and it worked out very well.

Looking at your screenshot, you would've gotten 50 block with every attack, that's insane.

(+2)

First run, killed King with a Ring of Doom powered Empty Cup. I'm going to go support the Kickstarter now.

(+1)

Found a build that has good damage, defense and healing

(1 edit) (+1)

Having 3 regen and spikes each turn seems kinda broken

(+1)

Just found out you can get free energy from mana stones to buff shield, and haste with archangel armor can get you multiple hundreds of block

Deleted 2 years ago

Good video. But you're not Naruto until you do it with Kunai. :P Or Maybe I was Tenten...

My weaponless run:


I reached farther into the dungeon than I had originally anticipated, died to a Sable.
(+1)

(+1)

(+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.

(2 edits)

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

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