In plunder you are taking control of bandits gang. Your destiny is to grab, plunder and steal everything what you can. But be careful, your inventory is running out of space all the time!
In game is lots of items to discover, so make plenty fast runs and see what is prepared for you :slight_smile:
Game is created in: - Unity - VS Code - Slate Pixel (it's really amazing) - paint.net
Unfortunately it's without audio, not enough time. Next time will be better!
I love the raging mob. Agree that it would've been awesome to hear them. Also nice, that you took the time to make item descriptions. Other than that, do I understand it right, that it's the goal of the game to collect all items?
Took a run or two to get the idea, its interesting. Would be great to get rewarded with a higher chance of getting rarer items if you hit 3 of the same thing in a row, etc.
@psychead Exactly, goal is to collect all items. I know the way how you can unlock new items is unclear but I didn't have enough time to polish everything. Probably I will update this game on itch.io but not for ludum dare, just to make it better :slight_smile:
neat idea, i actually like game like this, running around destroying everything, but the consistent running out of space is a bit too much for me (but still not in the zone of annoying), it'll nice if theres mechanic to allow player micro manage the inventory, it'll be more intense gameplay, but this is impressive itself with the such restricted amount of time, i especially like that you even include item description, stat and collection list, its impressive, very well done !
.7z :-( probably worth changing to regular zip file. Nice original idea would be cool to combine it with crafting or somthing, to make you ball of plunderers stronger etc. Good stuff!
It's a nice concept, but I feel you could do a lot more with it. The 'plunder sessions' feel too short, and there doesn't seem to be any reason to be selective in what you destroy. It would have been cool to be able to get combos of items that could combine into new items as you played. Also, the game NEEDS audio. It's actually a disservice to the concept for the game not to have audio. Otherwise, the game is weirdly addicting and fun.
I like collecting the items and reading the descriptions, but the items are too rare. I had to do tons of runs without finding anything new. The running animation is really good.
I read above that there are secret ways to influence the drops to become more rare items.
That really needs to be made obvious to the player, because I had no idea that mechanic existed. Without some kind of tutorial or at least a hint, it seems like the items are being randomly generated when an object is destroyed and that the game feel very shallow.
That one piece of knowledge changes the game from "run around and burn stuff" into "investigate the combinations of actions to create certain items", and that makes the game feel 10x deeper than it does at first glance. It really should be presented to the player right away.
Maybe if you could see the chain of actions that lead to the objects unlocking when you looked at them in the collection, that might be enough to tell the player that it is possible to influence the item drops. I would also like to see the action chain and the unlocked item for that chain on the game over screen if you unlock a new item on that run.
@ghen@omniorcus@mrjorts@doey Thank You guys for all your comments and warm words! I will be still updating game after Ludum Dare so it will be better. Today I'm writing all new concepts and ideas which I'm going to add in future. Audio is almost done and I think will be in game today (but in my time zone :smile: ).
@erasmus-crowley This is really good hint for me, thank You. I didn't realize how you guys (and other people) will be looking for game sense. Now I know that one of the most important things is to make obvious how game works and now it's my main target to add (I know that is really obvious :thinking: ). I have plenty of new ideas which I'm going to implement and for sure lots of them will be from your comments. Anyway it's amazing to hear all these warm words, thank You all!
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Other than that, do I understand it right, that it's the goal of the game to collect all items?
That really needs to be made obvious to the player, because I had no idea that mechanic existed. Without some kind of tutorial or at least a hint, it seems like the items are being randomly generated when an object is destroyed and that the game feel very shallow.
That one piece of knowledge changes the game from "run around and burn stuff" into "investigate the combinations of actions to create certain items", and that makes the game feel 10x deeper than it does at first glance. It really should be presented to the player right away.
Maybe if you could see the chain of actions that lead to the objects unlocking when you looked at them in the collection, that might be enough to tell the player that it is possible to influence the item drops. I would also like to see the action chain and the unlocked item for that chain on the game over screen if you unlock a new item on that run.