Inventory Story by FredMaaktGames
You play… not the knight but his trusted backpack!
- Throw away junk by dragging items out of your backpack!
- Give your ‘Knight’ weapons (on time!) by putting items in his weapon rack on top.
- Don’t give him a weapon, and you’ll get hit! Repeat this 3 times and your Grand Adventure is over!
- Everything is a weapon, but only real ones give the best loot!
- Complete quests to get points!
- Sell 25% of your loot to Mr. Checkpoint. The sold loot adds to your score!
‘Heroes’ always get the credit.. but this is your time to shine!
Art and Design by KapiteinKoekwous! (the Author(s) section didn't work on the 'Edit Page' function). Programming and Audio by FredMaaktGames
Trailer: https://youtu.be/FBYdyNP0_fk




Ratings
| Overall | 211th | 3.75⭐ | 68🧑⚖️ |
| Fun | 373th | 3.455⭐ | 68🧑⚖️ |
| Innovation | 39th | 4.046⭐ | 67🧑⚖️ |
| Theme | 222th | 3.946⭐ | 67🧑⚖️ |
| Graphics | 220th | 4.03⭐ | 68🧑⚖️ |
| Audio | 311th | 3.385⭐ | 67🧑⚖️ |
| Humor | 119th | 3.643⭐ | 65🧑⚖️ |
| Mood | 216th | 3.595⭐ | 65🧑⚖️ |
| Given | 52🗳️ | 71🗨️ |
The graphics and mood of the game were exceptionally good.
It's super gorgeous, and the jiggle as you walk is a great little detail.
Some feedback on the gameplay though:
- The physics of the pickup and such is a bit off, I'm often throwing stuff out without meaning to.
- The "peek ahead" thing takes too long and while that's happening it's difficult to do anything else. It really should be a quick thing, and probably not a whole camera transition. Quick zoom out and back in while a button is held down, probably.
- There's no feedback about how much weight you have - or if there is I didn't find it. Which makes the overemcumbered ending come suddenly and without warning, and is unsatisfying.
- The core problem though is that there's not much decision making or skill in the core game loop - popping almost anything in the weapon rack is pretty much all there is to do, and deciding whether to fulfil a quest or sell some loot feels... Not like a real decision if you want to score.
Still a really good effort, I love the concept and execution :)
@sauski Now you know who to blaim next time you lose items in RPG's! Better make sure your backpack stays happy. Thanks for the kind words!
@hare-software That's great to hear, thank you very much! This is actually the first game jam in which almost everything worked out immediately.
@tuism Thank you! :) It feels so good to receive such kind words and great valuable feedback.
- Yes, the physics definitely need work. Throwing more items out than you meant is actually by design, to spice up the difficulty and fun but I agree that it needs work.
- Alright, that's a great tip, thanks!
- Heard this one multiple times, we'll fix this very soon.
- That's a good thing to think about. We'll rethink the design of the core loop to make this more interesting.
It's so cool that you have an android version (I played this one). The game started intriguing but it became sort of pointless at a time, because I always had things to use in my backpack, even selling loot everytime. The theme felt a little bit off, the backpack always had plenty of space. In the end I pressed the X and it said I've lost because I fell under the weight of my backpack, was this supposed to happen?
I really liked the idea, very innovative. Maybe you could tweek some stuff for a post jam version.
Congrats on your entry!
Oh, I think I've found a bug: the last weapon I used always appeared floating next to my hand when it went reaching for the next weapon to use.
We have some neat features planned, like:
- Bossfights
- New monsters and loot
- Tons of bugfixes
- Better quest system
If you (anyone visiting this page, of course) have any suggestions on how to improve the game, please let us know! Love ya! <3
Keep up the good work!
As for gameplay, I think relying so heavily in physics made the game awkward to play -at least on Windows. Sometimes I would try to drop an item and would be picked instead, or was trying to move it to the weapon rack only to see it fall.
In any case, there's quite a bunch of content here for a 3-day game. If you can polish this for a post-jam version the core mechanic is super promising. Good job, keep at it!
Really nice execution of a simple idea!
The audio, models and mood in general remind me of games like Medievil and Banjo-kazooie, and that's a great thing :)
I had fun playing this, and I think it was a good design decision to make monsters appear from the sideand give the player the option to peek. This way you still keep most of the screen available for the backpack while allowing to check for monsters, all while adding one more choice the user has to make.
Like others have mentioned, relying on physics the whole time makes it unreliable sometimes. For instance whenever I wanted to throw something away after I placed the weapon, the weapon would fall off and I would get hit haha. I never had the feeling I was running out of space tho, maybe Mr. Checkpoint is coming up too often?
All in all it is a very fun game, and I love the style and funky mood, great job guys :)
But that's just the animator in me talking. Nice little game :) Liked the animation on the knight!
The design and animation fits perfectly. Good job!
Became somewhat repetitive, but that was to be expected.
I don't know if it's a bug or not, but for some reason my hearts were not replenishing when I lost from over-encumbering and restarted the game.
https://twitter.com/Inventory_Story
We'd like to thank you all for commenting and rating our game, it means the world to us! <3
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