How do you make a whole bag game? Backpack Hero: "Hold my potion" - Madaar News

How do you make a whole bag game? Backpack Hero: “Hold my potion”

I’ve never stopped to think about how you’d make an entire game about backpacks before, probably because they’re always there, in every RPG, and they’re already a kind of game in themselves as you try to fit everything in. But how do you take that idea and flesh it out into something big enough to fill a game on its own?

Backpack Hero tried to answer, and the answer here is “make it a bit like a deck building game”, but there’s some magic in there too. There’s combat, which I didn’t necessarily expect, and the way you deal with it is by putting things in your bag or choosing things in your bag to use. Let’s say you have a sword in there: if you click on it in battle, you’ll use it. Let’s say you have a shield in 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 work out, is the carvings. They behave much like cards in a deck of cards: a selection is drawn each round and you call (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 like a normal weapon. He then disappears after the battle until summoned again. You can increase your pool of carvings by swiping over new ones when you offer them as a reward after battles. You can also remove them in merchants, which again emphasizes the deck building concept.

A nice overview of what Backpack Hero is all about. It’s very charming – nice cool music and friendly pixelated characters.

Where Backpack Hero comes into its own, however, is through the idea of ​​inventory management, and there are a few things going on here. Obviously, there is space management: you can’t hold something if you don’t have space for it, nor can you call something if you don’t have space 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 that space, but summons can. Therefore, the default gray backpack space, solid space, becomes very valuable.

Placement inside your bag is also very important. Where you put something on the grid matters because it can add bonuses to the objects around it. A large piece of chest armor I had increased the armor bonuses of the pieces around it, for example. Most excitingly, I looted a legendary thief weapon (there are known loot tiers) that, when used, activated any other knife positioned diagonally from it. So naturally, I went on the hunt for more knives and found another special one that, in turn, activated any knives placed next to it. Coincidentally, these knives are called King and Queen Cleavers. So you see: there begins a beautiful combination. All I need now is more knives and an activation will cause a chain reaction as long as I place them correctly.

A small frog character stands under a huge open backpack that fills half the screen, organized into tiles and there are a variety of weapons and items that fill those tiles.
This is the call phase of a match. I can choose to summon (play) my Daisy Blade (damage), my shield (armor) an acorn (armor) and a sharp thing (damage). The acorn will disappear when used, the pointy thing will turn gray and become useless, but the Daisy Blade and shield will be usable as long as I have Energy (the green blob) to use them.
A small frog character stands under a huge open backpack that fills half the screen, organized into 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 smiths you can meet along the way.

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

However, bag space is always at a premium – you can never fit everything you want. And the fun – the thinking – comes when the game starts tempting you with fancy items that have their own chaining capabilities. Some activate when you use consumables, some involve magic, which I haven’t been able to figure out yet, and so on. And it’s a perfect fit – because a game about backpacks absolutely has to revolve around the items you put in them.

So I’m impressed. Backpack Hero is a little awkward, or maybe different, at first, but once you wrap your head around the main ideas, there’s what seems to be a lot of tactical opportunity here. Plus, there’s currently a demo, so give it a try. It’s time for backpacks to be seen again!

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