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A jam submission

Plunderground_2dView game page

Expect bugs
Submitted by Tsveeble Mett (@tsveeble) — 1 day, 7 hours before the deadline

Play game

Plunderground_2d's itch.io page

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Comments

Submitted

Is this speed and fps intended? It should be, like, 3 times faster.

There were orbs and goblins, I guess.

Submitted(+1)

I was very confused. I was promised goblins.

https://litter.catbox.moe/y4lg1h.mp4

link expires in 3 days. I am not sure if it was running slowly, or it's meant to run like that.

Fans were going brrr.

I might need to watch someone else play to know what to do, sorry. 

Good job on getting something ready for the DD.

Developer

Thanks for the vid! Always helpful to see what others experience.

About the goblins, you were just unlucky, sorry. You had one random dungeon that was bugged and had no connections from the first room, so you didnt do annything wrong.

The game itself sadly is this slow right now. From the video i cant tell 100% if its consistent or if there are stutters (the latter would actually be a performance issue i'd have to look at). Also not sure why your fans are so enthusiastic. However, my list says I will crank up the fluidity and speed of the game and I will limit the view radius to prevent machines with big viewports kill themselves.

Your fans sound like a comfy rainy day btw.

Submitted

I see, I guess goblins were lucky this time. The game definitely felt too slow for me, but I assumed it was performance. Is there a reason why it's a browser game anyway?

You shouldn't actually hear my fans since I was not recording my mic. It's probably OBS's boost on silence.

Developer

I was learning react and i've never seen a  diablo clone in the browser, so it just happened. Will check out Electron later to offer a downloadable version too.

Got pretty poor performance from the browser version, but it sounds like that's something being improved. The sprites are nice, my only complaint is I wish I was a little closer to the action. Also, a map or minimap would help me navigate the mines, but maybe I'm just a casual. Anyway, really promising game and I look forward to punching more gobbos.

Developer

Hitting tab will get you a transparent minimap. Its not pretty (and not too useful yet according to people :D), but its there.

As someone else said, the browser zoom kinda works, but destroys the UI layout.  Im looking into ways to utilize this and give the player a hint to use it. So zooming and a more fluid experience are the priorities right now.

Submitted(+1)

- performance is garbage, unless at 300x200, even then it's not much better
- custom mouse icons are cute
- you forgot to add alt+attack for standing attacks
- nice that armor appears on the model
- shame there's no dual wielding
- can't click around the orb ui to move on the map
- pitch black level 2 is demonic and I'm already dealing with painfully slow movement

I think I killed all the goblins on level 2 and got all the possible items. Seems like I'd enjoy this if it didn't play 4 frames per second and move even slower.  

Windows 10, Chrome, 1050ti if it's issues on my end.

Developer

If the game feels consistently sluggish its probably not a perfomance problem, just too slow. At some point a huge window (more than a normal display has) can cause some stutters tho. Any encountered goblin can cause additional strain too, but these things will be addressed for next DD (no lag goblins, maximum resolution, faster and more fluid in general).

The content really is bare bones at this point, apologies.

Submitted(+1)

I like the graphics and the sound effects. The lack of a real character customization needs to be fixed. I wish I could pick up Goblin spears. If they drop a shield, Goblins should be able to use it. The black fog of war doesn't really work in the overworld, should be walls instead, since sometimes the fog of war covers the cave entrance.

Developer(+1)

Thanks for playing!

Im not sure if i will be able to make goblins use specifically what they drop lol. Two handed weapons for the player (maybe even spears) are planned though. Fog of war and walls in general will be improved in the future of course.

Submitted(+1)

This is on web? I'm dreading terrible Things for the Performance. 

Theres basically no character customization, but maybe thats still to come. And in game it lags horrible.  Your Shop being a list and not a grid like the Inventory feels dumb. I'm hoping this is also unfinished. Bought a green Hood, because of course I had to. Its nice that it shows up on the Character Sprite. 

Couldn't afford to buy Mett, but now you have me hungering for some, thanks. And its Sunday too.

Getting hit seems to remove the Hood from the Animation tho? It disappeared for a bit. I could also see this work better with click once to attack until target is dead, instead of click once to move to target and attack it once. Or click lmb to move rmb to attack.

Why are Items I can equip with a red background? Makes me think of Items I'm unable to use.

Your Cave could use some Walls, but then again, all the Environment Art could use some Overhaul, I'm assuming thats all Placeholder. I can't go deeper. Clicking on the go deeper path doesn't do anything.

And I wish the Fog of War would keep explored parts greyed out or something instead of sometimes just making them fully black like your Walls. 

You may have some leakage somewhere, it keeps getting slower and slower over Time.  Apart from that tho, the few Things that are there seem to work bugfree, good Job! At least how far I could test them, theres no way I'm going to grind for hours in the first Cave layer to occasionally get a shield drop or something to sell for 6g, but no gold drops or anything, so I can get 800g for some Mett, or 500 for a Fireball. 

The Character sprites are nice. They're simple, but they fit the Game. As does the simple background music loop. Keep at it, fix your Lag, maybe offer it as offline instead of browser based, add all that missing Content, proper Character customization, and a proper World to explore, and it could become a really nice Game. Maybe reduce the viewdistance/Screenresolution by half. You might need to detail the Sprites out a bit more then, but it'd give it a more oldschool comfy feel, connect me closer to the Character I'm playing, and help in combating that lag. Overall has a lot of potential, but very early in development obviously. I like it.

Developer(+1)

Glad to see you too are a connoisseur of the fine foods!

Anyway, my biggest takeaway this DD seems the performance as it doesnt seem catastrophic as last DD i submitted, but still needs some work. I will prioritize this.

For everything else im just happy it doesnt crash every few minutes lol. Im not really happy about the way the PC does the move to attack thing, but for this stage it at least works. There are also some little bugs in the inventory where some grid coordinates get mixed up, but it seems like its not too bad as nobody noticed yet.

About all the aesthetics: apart from oversights (like equipment disappearing on some animations) there is lots to come. There will be variations to ground tiles, possibly animations for water/lava and of course walls! As osur pointed out, the light radius could use some work, maybe i can combine that with a more interesting fog of war concept. The red background on items was just a blatant ripoff from Diablo 1, also subject to a possible change.

Im happy you like it and that its somewhat stable now. More to come.

Submitted(+1)

I really like the concept of a Diablo game that can be played in the browser. The pixel art is very charming but I'm worried you'd get burned out trying to draw so many different sprites, especially with them uniquely displaying on the character.

Needing to click on the text and not just the whole slot in char. select was annoying.

Walking seems really slow.

Zoom options are needed, you can of course use a browser's zoom but it also makes the UI larger. Separate options for those would be good. And if you zoom out too much, in Firefox at least, the screen goes black and doesn't come back.

Enemies take damage at the start of a swing and not when it connects.

Please let me hold down LMB to keep attacking an enemy.

Sometimes when resetting and going into the dungeon you only get a small square room.

Looks like dungeon gen. can generate rooms you can't reach.

I was clicking around a lot in the overworld testing the responsiveness, its a bit slow I think, and noticed the framerate really starts to degrade after a while. I became so bad the game basically froze, like 1 FPS.

I really hope you keep working on this!

Developer

Hey, thanks for trying it out!

Gotta admit, i rushed some things to get it ready for DD, like hits registering before connecting etc. Dungeon gen. is bugged for ages, i'm not sure whats happening there, but its on my list.

I actually never tried the browser zoom, thanks for being the first to test that! After a few tries it seems the screen only goes black when in zooming out in town. I will check that out! (And i will probably add a hint to use it, so i dont have to build my own zoom solution lol)

The framerate thing is concerning me, especially if its happening without changing the browser focus. Right now, the engine stops when losing focus on the game tab, and continues once its in focus again. When it paused for a few minutes it seems to be slower for a while? This could be even worse if you entered the dungeon, because then it created a bunch of goblins to calculate. Maybe making the engine continue in the background will help, i will look into it.

Btw i wish the pixel art was the only thing to worry about, it's easy and relaxing to do compared to the insanity of wiring together all those systems i build in isolation ;)


Anyway, appreciate your feedback! I wont get bored anytime soon i guess.

(+1)

i love diabloclones so much its unreal

I played through this twice today - once when you first put it on itch and again just now. It was fun! Reminds me of old times when I was still doing the basic features for my own game.

I like the NPCs and their dialog! But man do I wish you would have fastrun in town. That's one thing from D1 I sure don't miss. 

I got into the cavern and slayed some Gobbos. Got the standard gear drops, no issue there. The level is huge, so I turned on the minimap, which is ALSO huge. Can't move/zoom out, so it's not that useful. Perhaps shrink it down a bit until you implement the rest?

On my first run this morning, I went into the exit and got into Level 2, which looked like this

No clue if this is intended, but that's what I got. No I wont Activate Windows.

In my 2nd playthrough I tried to check if that was a one time bug. My character save remains, and all his equipment is correct, but the dungeon changed! So I went down and killed some gobbos, got some Meat drops, all is well. Until I killed a goblin, and he dropped a shield. I grabbed it midair, which then froze the game! I was still able to move with the mouse, open inventory, magic, etc. but I was unable to move, and the goblins wouldn't move either. 

So I was unable to find level 2, and called it quits there.

All in all, fun stuff! I know that you had to basically remake everything again, so the bugs are understandable. My biggest annoyances are really simple to fix - more movement in town, smaller minimap. One last thing I forgot was the light radius, which would slightly lag behind the player when moving. It gives the game a much clunkier feel than it really is, since it makes me think I'm lagging or something.

Either way, keep it up! Can't wait to see where you take this

green hood gang 4 life

Developer(+1)

I'm glad its working somewhat better than in march now (like at all!) :D

About the big bugs first: 

Your screenshot is 50% fixed. I actually didn't plan on including level 2 for DD, but when i tried on my own everything was pitch black. It may be fixed now since i just forgot to put the tile textures into the right folder lol. The level itself being just one enclosed room is a big bug in my dungeon generator i also took from my first version in march.... still have no clue what causes it.

The freeze when picking up the shield is a new one. However, ever since i included enemy AI it felt like i opened the box of pandora for bugs, so i will keep an eye out for this one.


The smaller stuff will come in due time. The minimap was now just the minimal viable thing to navigate a bit better. Its ugly, its not entierely centered on your char (depending on your window size it might have a little offset in either direction) and it needs fine tuning as you pointed out, so don't worry ;)

Faster movement in town is a great idea, i will check it out later. The light radius is a tricky one, because ts applied everytime the FOV changes when moving. Technically the character has moved once he arrives on the next tile, so until then it "lags" behind for the observer. I will look for a way to make it a bit more accurate without killing the performance.

Thanks a lot for the input and bear with me! Trying my best to honor the green hood!