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akondar

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A member registered Mar 06, 2022

Recent community posts

The Curse-per-turn Salamanders need a rebalance. They are as bad as poison/burn stacking enemies.

Would love to see More Scratch based weapons to make a Monk Build where you don't actually have weapons, just stuff and armor in your bag.

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.

Backed the Kickstarter, this game still remains awesome. Cannot wait for it's future.

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Defeated the Grandmaster with Archery, which I never thought I'd get to say. For context the middle arrow has a golden whetstone used on it. Also the dodge Buff is a godsend however if an attack does a debuff and damage it does not dodge both, only the attack. Not sure if I just needed 2 stacks, if it's intended or if it's a bug.


Edit: Also when you later add different bags please add an extra long one for archery builds.

It's a pity you didn't get a screenshot of your inventory etc so they could look into your specific example.

(1 edit)

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.

That final boss is so tanky and so much poison damage it's unbelievable.

Not Shown Here: Big pile of Gold Coins that barely killed the boss.

The Needler can clip any item through it's tip so it may not be set to it's full 3 square shape.
As of Backpack Hero Event Update Hotfix 3