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(+1)

I gave it a try on the newest windows version (Plunderground_testing.exe). Beat the first level of the dungeon, then got a couple bugs that stopped progress. I took notes as I went:

Game started in a weird window that wasn't fully on either of my screens. not a big problem, switching to windowed and then full screen fixed it.

First time starting the game, it seemed to load forever after briefly playing music. Worked fine second time I tried.

I feel like the palisade should have its supports on the outside if it's trying to contain the gobbos.

The walking animation seems to be spending a frame longer on one leg than the other?

I'd like it if you could walk by just holding down the mouse button, rather than having to click repeatedly.

I think the trees and torches in the opening aren't being accounted for when pathfinding, unlike the tables in the mines.

Ho ho ho, now I have a bow. Combat feels good so far.

Duke's experience as an FPS protagonist is really showing in the ranged combat. Not a single missed attack - Kalemonvodude could really learn a thing or two about shooting from this guy.

Poise meter isn't an orb? Or at least a round shield? This is heresy. Naw but seriously that's interesting. Not entirely sure how it works, you flinch if it reaches zero?

The escape menu should probably pause the game.

Potion drinking animations, huh? I like it.

The melee goblins seem to have a bad habit of losing track of me. Probably a pathfinding thing.

Chests keep their outline after you open them so long as you keep the mouse over them.

Items can drop behind doors and be unreachable. I had my first cloak drop behind an open door and nearly lost it, and I'm pretty sure I did lose a health potion, which I was really missing at the end.

Nice cloth physics on the cloak, but it seems a little light and floaty. Also not a great fit with the super block art style.
The attachment point between the physics mesh and the regular mesh is pretty obvious, too.

The particle system highlighting dropped weapons seems to become active again briefly when you equip them after picking them up. That's a neat bug.

Greatclubs seem really slow considering everything dies in one hit so far. If they could hit multiple enemies at once, that'd be a big improvement. (I died before being able to test it on a tougher enemy, maybe it makes sense then)

I was low on health entering the second level so I tried the town portal and after that, tried using the waypoint to see if there was a merchant that might sell me a potion.

But the waypoint's only function seems to be to take all my gear and reset my level and stats, without giving me any health back. (I'm not sure if my max health also reset to lvl 1)

Think my game might be over but I'll press on.

Immediately on entering the second level, I get stuck, unable to go through any of the doors in the first room after opening them.

Fortunately, the yellow goblins eventually notice me through the open door and give me a warrior's death.

Got an error message on exiting to desktop, which isn't a problem but is funny.

But overall, this seems like a really promising start. The lack of to-hit chance and potion drinking animations make me feel like it's a tiny nudge closer to being an action game than a traditional orblike. In the grand tradition of orblike balancing, bows seem kinda OP - they let you dodge enemy attacks and despite low damage often kill enemies faster because you don't need to walk over to them first. Should probably have a slower shooting animation (obviously, the bow punch is just perfect 10/10).

(+1)

Thanks for the lengthy review! Unfortunately, you found a lot of bugs, which means more work for me.

As you guessed, its a starting point, theres lots of things that just barely work, but are nowhere near efficient or polished enough. The animations for example are a WIP on multiple actions, walking included (it was like the third walking cycle i tried, the "sliding" on one foot annoyed me at first, but i postponed redoing it again) and funnily enough, nobody said anything about the weirdly bent knees the player has when idling. This stance wasnt in blender, but since importing to Godot its there, i dont know why but im thinking i keep it because it grew on me lol

Since you tried the testing build, i assume you got no light flickering in the dungeons? That was by far the ugliest bug in the first build, im glad if its fixed now. Im also glad you like the missing hit-chance mechanic. Thats something i never liked about the original Diablo or even Morrowind. If your dude is weak, he should hit like a noodle, not miss like a drunk.

You are also completely right about the poise meter, its an indicator on when you get staggered (which was another mechanic that was too random in older games imho). Right now each damage point taken, ticks down both hp and poise, poise restoring to 100% when depleted though. But balancing is nowhere to be seen at the moment anyways, so the greatclub and fireball spell are just to test really and some already encountered bugs with those, so mission accomplished.

Funny you think the shooting should be slower, someone else said it should be faster. I'll keep it as is for now, once i add more enemies and possibly some companions to the game, the combat balancing will change drastically anyways.

The palisades are supposed to keep things outside actually. It doesnt look like it, but the starting area will be some kind of town later on, with a few buildings and NPCs. Didn't have to time to properly make a dialogue system and to model all the stuff, so thats why its so empty. The pathfinding stuff for the torches/trees is a good catch, but i dont think its important in that area, so it will stay that way for now (i need prettier trees first anyway). 

Now the technical issues you found are a higher priority, especially the loading times. Seems like Godot clogs up something while constructing a level, which even led to a crash for at least one person. Outlines should be easy to fix, but then again i thought the same of the loot sparkles and here we are, still bugged in multiple ways. The hold mouse down to move thing briefly confused me, because i thought its working, but it only registers if you move the mouse a little. So on the list it goes...


Thanks again for giving so much feedback, really appreciate it!