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A jam submission

PlundergroundView game page

Diabloesque ARPG featuring customizable party members
Submitted by Tsveeble Mett (@tsveeble) — 2 days, 23 hours before the deadline
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Plunderground's itch.io page

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Comments

Submitted(+1)

sorry it took so long to return feedback, smacked goblins around for like 20 minutes.

If this is the same game I'm thinking of from many DD's ago you have made some crazy progress.

when I first booted it up for a second, I thought the art style was old school RuneScape but dark and gritty if that's what you're going for I would lean into it because I don't think I've seen anyone do it before.

I see someone else complained about resolution resizing so I won't point it out.

I have played diablo one and two and a game called fate long ago that are all this type of game I think you have the right idea focusing on loot because all those games were too I feel like this game needs something to separate from the others I've played though like fate let you have a pet that you could transform and diablo had the dark atmosphere. I feel like the loot getting thrown up in the air after you kill an enemy could be turned into something, like the player has to catch the loot to keep it maybe the whole town is obsessed with loot and uses it to build up the town idk just spit balling ideas.

I don't think I found any bugs others haven't found 


Developer

Thanks for the feedback! Tried to fix as many bugs as possible since DD, great that you haven't found any new ones!

Are you thinking of the old browser based demo where this game was 2D with pixel sprites? If so, you are right. React-JS didn't really fit my project so i redid it in Godot. This is the second (and hopefully final) iteration of the Godot version.

The loot topic is one im constantly thinking about. Initially i also had the idea that the town would need loot to improve itself, but im not sure how to properly communicate this or make it a mechanic. Some time ago i thought i could skip the whole gold thing for shops and just make it work like a scrap yard, where the player brings loot to pull apart. If you have enough resources you might get something from the smithy.... so basically D3 crafting. Another idea was to have pets you need to craft from rare drops. Or rune like loot that can be "socketed" into the character itself or some skills to modify them.... This is a rabbit hole that needs a lot of thought and experimentation i fear.

For now i want to refine the demo part of the game, improve drop rates to make the core gameplay enjoyable and fix bugs. When thats done, innovation will happen.

(+1)

https://www.twitch.tv/videos/2563735231

So, uhhh... It was a bit too buggy. I did have fun though. Hopefully I wasn't too harsh.

Developer(+1)

I liked your song performance. It's my fault though that some important things were bugged because i quickly changed some things shortly before and during DD  and broke things :/
Still great to have someone play and document bugs, so thank you!

(+1)

It was my first time trying this, tbh I was pretty confused about the controls, maybe I missed something but I couldn't find a list of controls so I was just pressing random buttons at one point to try close the window that popped up when I think I accidentally pressed a key (I don't think there was an [x] in the corner or anything to close it) and while going through the keyboard I summoned a portal lol. 

I think the movement and combat feels good and responsive though. I also like the level design and general feeling of exploring the world.

Some small QoL things would be larger text in the dialogue and transparency on buildings when you walk behind them. 

Overall I think it has good potential, it's the kind of game I like to play and I want to see where it goes.

Submitted(+1)

"Show me your wares", "No" got me laughing.

Something's fishy is happening with resolution and windowed/fullscreen mode. I can easily decrease resolution but the window stays the same. It looks like some weird filter is being applied to muddy the graphics. I couln't start the game in fullscreen, exclusive fullscreen was just minimizing the game to the taskbar. 

I don't know why our main hero goes to the mines unarmed. I'd like to wander around the town and find a broken sword, shitty mace or anything really to at least go underequipped but with something in our hands. Last demo I played we had armory at the beginning with random swords and axes, I thought it was the standard but here I ahd to kill some goblins with bare hands. 

Dwarf, when he's locked in, can't let go - if he's aggro'd then he'll walk to the edge of the screen and back until he kills that one enemy he's fixated on. Anything else is beyond his interests, choosing different options aren't helping either.

Something is wrong with the scripting of the troll, I talked to him to let me pass for 1000 gold, and immediately after the dialog started again. This time talking about 1000 gold angered him, even though I had 1700+ on me (but after coming back to town it was actually decreased so it wasn't showing the value properly). I killed him in one hit. That didn't count though, both prisoners were asking me to kill it, even though he was laying dead on the ground. One portal to town and back and there he is, alive again. This time I went with straightforward murder option and after a short fight he was dead again. And people said he's not dead yet, again.  I even did another run from the beginning to the troll on the same save but it remained bugged.

I was unable to attack enemies once. I guess I was interrupted during the spell casting, after that the animation for attacking was played but no damage was dealt. I couldn't even break barrels. Recasting the spell fixed it though, it was lighting defense. 

I found the most peculiar bug, got me some two-handed amber staff and later on found a shortbow with +2 to all stats. I managed to put it to the left hand while still holding the staff. The damage stats have been overwritten but I could still attack with the staff. Shorty after I teleported back to town to have this bow stripped from my right hand only to have it permanently connected to my mouse pointer. On screen the pointer is invisible but I still can put other bow to the right hand, have old sword and enchanted bow at the same time on the mouse pointer and have damage overwritten by the bow even though I have the staff equipped. Crazy stuff :D Teleporting back to the mines got rid of the bow from the mouse pointer but it never came back to my inventory.  Such a nice weapon, lost forever...


At least two items were invisible, I think the first one was the magical shortbow, but somehow it lost its magical properties, the second was another amber staff. Also I guess it makes inventory limitless as I can pick stuff, it never runs out of space and I can't find it afterwards :P


Now the balancing. I personally think that maybe first dungeons are a little too long. I'd welcome some random events, as walking through the mines and killing goblins can get stale after a while. I don't like the fact that archers can snipe me from across the room that's like two lenghts of the screen. 

Developer

Wow you seem to have played it a lot since you unlocked lightning spellsl. Thanks for the commitment!

First off, the UI options (and the UI scaling for that matter) will be worked on next. The resolution settings are indeed just a factor for scaling the 3D viewport, hence the muddying when scaling to anything belo 1920x1080. I quickly put the settings part together some time ago and never went back to actually make it do what it actually should.

Balancing input is always appreciated. The dungeon size really seems too big and because of that the experience gain from killing monsters will probably need to be higher too. At least in the first level to get started.
Starting equipment is a more complex matter as i will need to figure out if there will be character creation paths that will determine your gear. If so, what else will it entail? Will it give you a starting skill? Just a skill tree? Or maybe i just put in a dialogue on arrival that will gift the player something. We will see..

That troll bug is actually bigger than you might think, because you didn't meet the troll! The shocking truth is, i attached the wrong data object to that miniboss... Great find!
Inventory bugs were not known, but anticipated (never build a tetris inventory, its hell!). Thank you for uncovering them too.

Thank again for the detailled feedback!

Submitted(+1)

Trying this orb-like for the first time. Already has a cool capsule art so props for that. 

Runs smoothly 99% of the time One thing I notice right away is that there are a few of the staple features that are NYI so I'm looking forward to try this again in the future. I think that it will be a much better experience with some better loot and something to sink your coins in. I haven't seen any health potions drop in 20 minutes of grinding just a ton of gold, 1 mana potion and 1 weapon, so a bit more dopamine rush would be good. Here's my 2 cents:

Minor stuff:

1. Starts in full screen but the selected option is windowed. Changing resolution does nothing for me when windowed idk if its my screen but tried all sizes.

2. If you die in level 2 and your mercenary survives, when you go back from level 2 to level 1 your character is walking again but with 0 hp.

What I liked:

1. General atmosphere and background music.

2. That you can still select your mercenary to fight if you're dead.

3. At will portal, I hated having to buy tp scrolls in d2.

What I didn't like:

1. Text size is too small, at least at 1920/1080

2. No way to sprint at the cost of energy.

Cheers and hope you keep making good progress!

Developer(+1)

Thanks for playing!

There is indeed still a lot to do. Gold is waiting for NPC shops, which will take some time to be implemented in a good way. Loot tables are really not optimal right now. Im currently mostly taking care of crashes and big bugs, like the walking around at 0hp (thanks for reporting this!).
The weird resolution options (which are more like a graphics quality setting) need some love. I just put something together  to test low-end to high-end machines.
Sprinting was requested a few times now, so it might come at some point! Just wanna make sure its not becoming a dopamine zoom fest like PoE or D3/4.

Oh and the music is just a first draft/placeholder. Better music is being worked on.

Thanks again for playing and giving valuable feedback!

(+1)

I liked it, its so early in development that most feedback is probably already in your backlog. But one QoL feature I was really hoping for while playing was the ability to click on the minimap for where I wanted to go. Mostly when I had cleared part of a level and saw that there were more rooms on the other side of the map to explore. 

minor bug I came across, somehow managed to keep the death overlay after respawn. I think I was spamming the mouse while it was loading idk. clicking again to respawn solved it but just wanted to let you know.


Developer(+1)

Thanks for playing!
Great catch! Will fix this asap.
The minimap will indeed get some improvements in time.

(+1)

Here is another one, in case you haven't already caught it.. if you create a character, then delete it, and make a new one with the same name, our short king companion does not show up next to the mine anymore.

Submitted(+1)

Linux (Debian)
After creating/choosing character and clicking start game crashes on loading screen.

First try:

ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'focus_entered', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'tree_exited', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'focus_entered', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'tree_exited', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'focus_entered', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#29293020431>'. Signal: 'tree_exited', callable: ''.
   at: _disconnect (core/object/object.cpp:1529)
Segmentation fault

Second try:

Segmentation fault

Developer

Thanks for sharing the logs. Will investigate.

Submitted(+1)

I'm so happy you are back


Crash on the linux version when entering the mine. From the log I guess you may have fucked the path.

Godot Engine v4.4.1.stable.official.49a5bc7b6 - https://godotengine.org
Vulkan 1.3.277 - Forward+ - Using Device #1: NVIDIA - NVIDIA GeForce RTX 3060 Laptop GPU
{ "phys": 1.0, "fire": 0.0, "ice": 0.0, "lightning": 0.0 }
WARNING: The "size" property is deprecated, use "region" instead.     at: set_size (core/math/a_star_grid_2d.cpp:76)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Cannot open file 'res://data/items/amulets/Amulet.tscn'.   at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://data/items/amulets/Amulet.tscn. Make sure resources have been imported by opening the project in the editor at least once.   at: _load (core/io/resource_loader.cpp:343)
ERROR: Parameter "p_child" is null.   at: add_child (scene/main/node.cpp:1651)
ERROR: Parameter "p_child" is null.   at: add_child (scene/main/node.cpp:1651)
ERROR: Node not found: "Data" (relative to "/root/@Node@2365/Map/Generator/Content/furniture-8/Loot/ItemBase").   at: get_node (scene/main/node.cpp:1877)
ERROR: Node not found: "Data" (relative to "/root/@Node@2365/Map/Generator/Content/furniture-8/Loot/ItemBase").   at: get_node (scene/main/node.cpp:1877)
ERROR: Node not found: "Data" (relative to "/root/@Node@2365/Map/Generator/Content/furniture-8/Loot/ItemBase").   at: get_node (scene/main/node.cpp:1877)
Erreur de segmentation (core dumped)

Developer

Oh no, the actual file is Amulet not amulet!

Thanks for finding this, will upload a fixed version immediately!
It's almost funny that amulets seem so rare i never had this crash...

Submitted(+1)

Sometimes mobs stand in each other.

Sometimes I am unable to hit barrel (from certain angle?)