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A jam submission

PlundergroundView game page

Diabloesque ARPG featuring AI controlled party members
Submitted by Tsveeble Mett (@tsveeble) — 2 days, 22 hours before the deadline
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Comments

Submitted(+1)

One day I will be able to run your game, unfortunately the game crashes in the opening area with the priestess. Here is the log in case it helps:

USER ERROR: Node not found: ".." (relative to "Node").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/ExpositionRender/SubViewport/frostspirit/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/ExpositionRender/SubViewport/frostspirit/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Cannot open file 'res://scenes/items/weapons/Claymore.tscn'.

   at: load (scene/resources/resource_format_text.cpp:1638)

USER ERROR: Failed loading resource: res://scenes/items/weapons/Claymore.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:273)

USER ERROR: Node not found: ".." (relative to "Node").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/frost_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D" (relative to "/root/main/loading/fire_spirit").

   at: get_node (scene/main/node.cpp:1620)

USER ERROR: Node not found: "visuals/man/Human_Skeleton/Skeleton3D/CHANNEL_ORB/ChannelOrb" (relative to "/root/main/loading/fire_spirit").

   at: get_node (scene/main/node.cpp:1620)

Error. Could not load Resource: res://scenes/items/weapons/Claymore.tscn

USER ERROR: Index p_index = 0 is out of bounds ((int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache = 0).

   at: get_child (scene/main/node.cpp:1511)

USER ERROR: Node3D node not defined in the pinned point, this is undefined behavior for SoftBody3D!

   at: _update_cache_pin_points_datas (scene/3d/soft_body_3d.cpp:719)

USER ERROR: FATAL: Index p_index = 1095713294 is out of bounds (count = 2614).

   at: operator[] (./core/templates/local_vector.h:161)

Submitted(+1)

minor thing also - icy is mispelled as "icey" on the enemy wraith description

Developer

Thanks for trying and letting me know!

Despite having the same errors on my machine, it works fine here. Some of those are easy to fix for the next build. Will do my best to clean it up as much as possible!

Submitted (1 edit) (+1)

First time playing it, apart from some initial stuttering in the beginning (which was probably the shader compilation) the game generally ran fine without any performance trouble. The party member system is interesting and generally worked pretty well (even when I forgot to equip the druid and had to watch him punch goblins with his bare hands, which was ended up looking pretty cool), never felt like they were too powerful to take the gameplay away from me, though they were pretty fragile (mostly because I didn't outfit them properly, but also because they loved to stand still in the goblin alchemist AOE). The centipede weapon/shield you get from the Rat King is really clever, I haven't found any other unique weapon like that (due to the issue below) but things like that are really fun to find.

Got into an issue where if I make it to the Mines 2 waypoint, close the game, load the save, go from the town to Mines 2, kill a few stuff and then teleport back to town, the game crashes. Was able to reproduce on both Warrior and Witch. Goblin archers also sometimes got up to a wall near a doorway where they clipped through just enough for them to shoot me but not enough for me to shoot back at the current angle, and found a Rosewood Amulet with the effect of <null>.

At 1920x1080, the UI felt generally pretty small - and by that I mean mostly the buttons, like in the title screen, or the X that closes the windows, or the level up buttons.

Having gold automatically picked up was confusing at first, as I never found any my inital thought that the only source was to sell off equipment until I realized I had more than I started with, and then noticed what the yellow numbers are that sometimes pop up after a kill. I imagine the reason is because picking up stuff has it's own animation? I don't know if you had pickupable gold before and then decided against it, but it didn't seem like it dropped often enough for it to become an issue, but of course the proper way to evaluate that would be to test it. Still, I feel that a good feedback for getting some coins in either way could do a lot for this game.

My Warrior gameplay felt good, both using melee and bows had a decent upgrade path and variety, but the Witch felt lackluster in comparison, mostly because the only spell I've found was Fireball (same with Warrior) and was left using the same gear as the Warrior. I don't know if the whole class and magic in general is new, but as someone who likes to play magic classes in these kind of games having a shop that gives similar options (and maybe even equipment that benefits from Magic stat) dedicated for spellcasters would be really nice.

Developer(+1)

Appreciate the feedback!

Funnily enough, I had the exact same bug with the Rosewood Amulet yesterday while testing some things and it made the game crash. It was simply missing an entry for the enchantment description and should be fixed in the next version.

The level transition crashes are a thing im looking at right now. There seems to be a bug that creates loads of orphan nodes, so each transition gets a chance to randomly crash the game. Doing my best to resolve this and also some other proc gen bugs for the mines.

About the warrior vs witch thing: you are right that i should add the possibility to buy spells, as finding them requires a lot of luck. The scaling for the playstyle will be tipped into one way or another depending on the class, just because you can find those class specific auxillary items. For instance, the witch can find one that adds a bit of fire damage to all her spells, while the warrior gains buffs for physical attacks. There needs to be more to differentiate them, but I'm still not sure how. The magic stat will probably get some kind of scaling for spells later on, but thats hard to balance. I was also thinking about abilities you learn based on your stats. Meaning a magic focussed char would learn magic abilities (that are not found as books), while strength leads to other skills. There are some issues with that I need to resolve first though.

The gold pickup should have a sound of coins dropping, which may be too quiet? I always disliked the endless clicking on stacks of coins on the ground in other ARPGs, so i thought i would just skip that part as there is never a real fun reason why you should actively do it, except to waste time. Maybe i can make a little UI effect at the inventory button when gold is picked up, so the player can make the connection easier.

Glad you didn't have many performance issues. The starting stutters might be related to another bug i found yesterday, so they might be gone too in the future.

Thanks for the detailed feedback and for playing the game!

Submitted (2 edits) (+1)

I've been playing your game over demo day and I'm really enjoying it.  I'm a fan of Diablo 1 and 2 and so a lot of the controls and UI was intuitive for me.  I knew the map would help navigate the different floors, but perhaps a newer player to the genre would struggle to find the doors in the corner of a dark room.

Even though it appears to be a Diablo clone I did like your unique touches such as the cards representing the allies and the fact that allies join you on the quest (furthermore I saw the pet dog, and when we was all fighting the minions I was getting Gauntlet multiplayer vibes, very nice). The loading screens have a hint of the Skyrim loading screens which I like too. Seeing I could equip items onto my allies was an exciting feature. I'm not sure yet if the allies will be temporary or permanent but it will be nice to customise the whole team.

An area which could be improved on is the NPC textbox UI.  I think it just needs to match the rest of the UI in your game and I think it will look fine.

I did encounter what may be a small bug.  I did get Alberich killed in the mines. When warping to the town I saw and recruited Blathmac and this recruiting action actually revived Alberich.

A 2nd softlock bug I found was when buying a potion. To replicate;

1. Click a potion from the priestess. (So that the potion is on the cursor).

2. Press Escape

3. I wasn't able to move or re-click the priestess (save and quit then reload does fix the issue though).

I like what you are creating.  I ran full-screen on windows I didn't notice any performance issues.

Developer

Thanks for playing and leaving this much feedback!

Both bugs are good finds, will fix them asap. The level generation is in need of an overhaul anyways, so I will think about how to make doors more prominent.

Submitted(+1)

Really awesome game! It really capture the fun that was the first diablo.

It ran flawlessly on GNU+Linux at 720p. 

My only gripe with the game is how dark it is. I had to stop playing because I was straining to much trying to see where I was going in the mine. I understand that is on purpose (for the atmosphere), but there need to be more contrast or something. 

Also I found a bug in character creation. Select the witch, start typing the name, erase the name with backspace and see that now the ui show the warrior. 

Otherwise really good fun! 

Developer

Thanks for playing and especially for the valuable feedback!

I cant say how happy I am to read that "it ran flawlessly" on someones machine. Struggled with the performance for quite some time now, so its a big relieve to see it working out finally.

As for the darkness: it's just semi deliberate, so i will adjust it depending on feedback like yours to find the middle ground.

Great find on the bug too! This lead me to some other bugs for the char creation that are associated with the text input.

Submitted(+1)

I got a lot of lag for reason. It may because I just updated my whole linux.

Developer

Thanks for trying and for the art! Unfortunately I have no Linux machine to properly test that build :(