How do you make a complete set on bags?  Backpack hero: “Hold my potion”

How do you make a complete set on bags? Backpack hero: “Hold my potion”

I’ve never really thought about how you’d make a whole game about backpacks before, probably because they’re always there, in every RPG, and they’re already kind of a game in themselves as you try to fit everything together. in. But how do you take that idea and turn it into something big enough to fill a game in its own right?

Backpack Hero has attempted an answer, and the answer here is ‘make it a bit like a deck-building game’, but there’s also some magic there. There’s combat, which I wasn’t necessarily expecting, and the way you get involved is by putting things in your bag or selecting things in your bag to use. Let’s say you have a sword there: if you click on it in battle, you’ll use it. Let’s say you have a shield there – clicking on it in battle will add armor. This is how you attack and defend against enemies.

The trickiest part, which took me a while to figure out, is the sizing. They behave much like cards in a deck: a selection is drawn each round and you summon (play) them into your bag to use them. Let’s say you summon a Daisy Blade – it deals damage when summoned and then again when activated as a normal weapon. He then disappears after the battle until he is called back. You can increase your pool of carvings by dragging new ones when they are offered to you as rewards after battles. You can also drop them at merchants, which again underscores the idea of ​​building decks.

A good overview of what Backpack Hero is all about. It’s very charming: good brave music and cute pixelated characters.

Where Backpack Hero comes into play, however, is through the idea of ​​inventory management, and there are a couple of things going on here. Obviously, there’s space management: you can’t hold something if you don’t have room for it, nor can you summon something if you don’t have room for it. And you can increase the space in your bag when you level up, but the space you add is illusory: normal items can’t take up this space, but summons can. Therefore, the default space of the gray backpack, the solid space, becomes very valuable.

Positioning within your bag is also very important. Where you place something on the grid is important because it can add bonuses to items around it. For example, a large piece of chest armor had increased the armor bonuses of the pieces around it. More exciting still, I looted a legendary tier blade weapon (there are familiar tiers of loot) that, when used, triggered any other blade placed diagonally from it. So naturally I went on the hunt for more blades and found another special one which, in turn, activated the blades placed next to it. Coincidentally, these blades are called King and Queen Cleavers. So you see: there is the beginning of a beautiful combination. All I need now is more blades and one activation will cause a chain reaction, as long as I place them correctly.

A little frog character stands under a huge open backpack that fills half the screen, arranged in tiles, and there are a variety of weapons and items that fill those tiles.

This is the summoning phase of a fight. I can choose to summon (play) my Daisy Blade (damage), my shield (armor), an acorn (armor), and a spiky thing (damage). The acorn will disappear when used, the pointy thing will turn gray and become unusable, but the Daisy Blade and shield can be used as long as you have Energy (the green blob) to use them.

A little frog character stands under a huge open backpack that fills half the screen, arranged in tiles, and there are a variety of weapons and items that fill those tiles.

A small frog character stands below a large map showing the route through the dungeon and some of the merchants and forges you may encounter along the way.

Note the Warrior’s Spellbook item here, which upgrades weapons placed around it. On the right is the map you use. You click where you want to go and you automatically travel there.

However, space in the bag is always at a premium: you can never carry everything you want. And the fun, the mindset, comes when the game starts tempting you with fancy items that have their own chainable potential. Some are triggered when you use consumables, some involve magic, which I haven’t quite mastered yet, and so on. And it fits perfectly, because a game about backpacks must absolutely revolve around the items you put in them.

I’m impressed, then. Backpack Hero is a bit awkward, or maybe different, to begin with, but once you understand the main ideas, there’s what seems like a great tactical opportunity here. Also, there is currently a demo, so give it a try. It’s time for backpacks to be visible again!

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