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Backpack Temple's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1288 | 3.929 | 3.929 |
| Enjoyment | #2289 | 3.429 | 3.429 |
| Creativity | #3393 | 3.500 | 3.500 |
| Audio | #5819 | 2.500 | 2.500 |
| Narrative | #7567 | 1.929 | 1.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Items has countdowns that enables unique skills.
(Optional) Please credit all assets you've used
See description for credits
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Comments
cool concept, i see the inspiration from backpack hero. I liked how weapons and tools had two different cooldowns, so two different abilities. Good work overall! :)
Quite a cool and fun build-based game, I see a lot of potential in this one, could become the next popular Slay the Spire-like game with the right balancing and enemies.
I found the lack of enemies beyond the skeleton to be somewhat confusing, but after reading the comments I can understand why they cut the others due to time constraints, although the audio could be a bit louder (I didn't know that the game even had sound effects until I turned the volume up to 100 on my laptop).
Besides that, this game's really fun even in it's current state and I wish it receives further support and development. I wouldn't mind if I got addicted to a gameplay loop like this one.
A neat start - might want to make it so that using an item's cooldown power doesn't count as a turn for activating other cooldowns, otherwise you can just fill your inventory with weapons and cycle cooldowns to take infinite turns.
I like the visuals a lot!
It was our actual design! Since we couldn't manage our time, we had to implement the countdown and passive effects in last hours :/ We will fix it on post jam version though. Hope you check it out again soon!
PEAK
Oh man I can really see myself getting addicted to a full balanced version of this
OMG thank you. you are spoiling us XD Hope you check out post jam version... We will fix the bugs on items and even further balance them hopefully
Had a really good time with this one. Like others have pointed out already, not too hard to create over powered loadouts - and I'm not sure passive healing items are working, atleast I never managed to get them to trigger. Either way, good time. I might steal this entire concept for a future jam.
Don't know if the artist is on your team, or you got this from an asset back, but quality visuals.
Sound was weeeirdly quiet for me. So quiet that I only figured out on my third run that there was music at all.
Sadly the game just eventually ends, not sure if intended or not, but I wouldn't have minded bashing skeltons for a while longer, experimenting with builds.
Did the enemies in the thumbnail actually make it in, or did they got the axe, 'cause I never encountered anything but skelingtons. Just wondering.
Hiya Orkfaeller!
Yes, our pixel artist sude made the monsters in the thumbnail and all of the assets except the fonts. But we had a very short time left and they didn't have any animations by the time they are finished, so we decided to keep our prototype enemy for it would keep our game looking much more polished. Also the game's ending was intented because of those designed monsters.
The low volume music problem was the result of my rush on the jam, I'll add a tuning slider and we are definitely going to change the enemies to those in the next sprint.
tysm for trying it out and the feedback!
Nice game! I fought a few rounds and ended with combo that reset the cooldown in a loop. The art is amazing! Good job :)
I didn't go too deep into the game, but there is a pretty OP combo with gutter spear and two adjacent twine balls adjacent. Even more so with the censer. I don't know about later in the game though. I get the gameplay loop. I think it is fun, but the sense of progression isn't apparent at least early on in the game. Would love to see this be developed further and have an actual story
Tysm for trying it out, it means a lot!
We'll definitely keep this feedback in consideration.