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A jam submission

PlundergroundView game page

Diabloesque ARPG featuring AI controlled 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)

Thanks for providing linux build. I laughed at the title screen. I took screenshot of it, but somehow it made the game freeze for couple of seconds. I guess I am not going to be making many screenshots.

  • I closed the game to type the above, and after relaunching I was greeted with different animations on the title screen. That’s a really cool touch.

  • I found the teleporter in mines level 2. I used it and it put me back at the start of the game. I clicked on the teleporter in “town” to go back to mines lvl 2, and the game hanged on the loading screen. I relaunched the game, and the only thing that was saved was my character’s name. All gear, and level ups are gone.

  • There was a significant fps drop when launching fireball for the first time.

  • All goblins pretty much die in one hit, so there was no reason to use any larger weapons.

  • Honestly just punching goblins to death at the start was the funniest. The whole game feels like bullying.

  • I sometimes did not know where to go.

  • I find it amusing how the player character looks like he should be on a quest choking some ogres and there he is just slapping goblins.

Random screenshots of my progress through the plunderground:

all the gar I got from the first level
Absolute UNIT
Developer

Thanks for playing, glad you had some fun despite the rough state.

Seems like you had the easy mode, still fighting green goblins in lvl2. Some streamer had the opposite, he got both of the yellow goblin versions which have way higher stats. 

The fireball stutter is a bummer, tried to fix it but apparently i will need to look further. The freeze on using the teleporter is a weird one. Since someone else had a save data issue with the teleporter, i guess its specific to that. Will look into it, thanks for the info on that.

Balancing wasn't really a big goal for now, theres just a lot missing still. Shield will at some point give you a block chance, defensive spells dont exist yet and obviously theres not much variation in the loot. The next version will at least have free healing in town, so you wont be as dependent on potion drops.

Im happy that it seems to run fine in general however, linux build too (which i couldnt test). That was the biggest concern for this version.

Submitted(+1)

You can definitely count this DD as successful then. I am not much of an orblike player, but I look forward to seeing how your game improves over time.

Submitted(+1)

Promising Diablo clone! Not much to complain about other than just minor things. The UI could be bigger, sometimes the doors are hard to see when right behind a wall or in a corner. Encountered some visual glitches in the 2nd floor where light would flash from the ceiling for a split second. Also encountered a bug where an enemy seemed to be dead but it was still standing, not moving, and you couldn't target it. The enemies could move around more, it seems like they stand still until you get close and sometimes they don't do anything until you're literally in their face.

Looking forward to seeing this game expanded with more levels, loot, and enemies!

Developer

Thanks for playing! I noticed the standing glitched out enemies too when i tested the latest version yesterday, so its not rare enough to ignore for now i guess.

Can you tell me more about the light flash on the 2nd floor? Was it after loading the level, on toggling the automap or unrelated to those? Did you play the latest version (Plunderground_postDD)?

Submitted(+1)

The light flashes seemed to happen as I was walking around. I think it might be related to the line of sight? This was not the post DD version though.

Developer

If you played the original upload, the new version should fix quite a bit. The lighting flashes "should" be gone (they seemed to appear for AMD GPUs  and only in dungeons due to them having both fog AND volumetric fog enabled, the latter being gone in the new version), and the enemies are also more responsive and active compared to the older version. Loading times are also shorter. 

(+1)

I streamed this a little bit with Plunderground_fixed.exe/Plunderground_less_lethal.exe : https://www.twitch.tv/videos/2026108854 . It is rather rough around the edges. Are there two mine levels in total? It would be nice with a button for the level overlay, I guessed at some point that pressing the tab key would show it. The gameplay was not all that fun in the beginning (also with technical mishaps), archery duels later on were a bit fun, but the game is also early in development, and it is starting to take shape.

Developer(+1)

Hey thanks for recording and letting me know! Awesome to actually see the changes i made work well on someones machine!

Yes there are currently just the two levels and not a lot of loot variety, its pretty much the first time the game got properly tested on other users PCs. I will put a lot more information into the UI later on (another streamer asked for a toggle button for item highlights, right now holding alt will do that). Door and chest interactions are also a thing i noticed on a lot of playthroughs to need some love.

Submitted(+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).

Developer(+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!

Submitted(+1)

It's ok. It has a slow start, but from the level 2 it started picking up due to stronger goblin archers actually giving me a taste of what it feels like to delve into a goblin nest. Very soulful title screen with different variants. Slapping goblins with a bow is a nice touch. I'm digging the lighting.

The first time I opened the game I couldn't do anything in the title screen, no mouse hover nor click effects. Lots of stutters, especially when first casting fireball freezing the game for a few seconds. There are also some short blue light artifact probably connected to loading too. One goblin spawned completely frozen and it was impossible to attack it. A hood I picked up appeared in the equipment as a simple sprite, being placed on top of other items and not having any mouse interactions to do anything with it. Not all walls become transparent, so many goblins are hard to see.

Developer

Thanks for playing and giving me some feedback! Some of these issues im already trying to fix (uploaded a build that "should" fix the fireball thing for instance). Was the blue lighting artifact happening while transitioning to level 2 of the mines? Other reviewers had glitchy lighting while traversing the dungeon and it could be due to the fog, which coincidentally is blue in level 2!

Submitted(+1)

Yeah, the artifact was appearing while walking around level 2 for sure. After rechecking I got quite a lot of the bug appearing right at the start of the first level as white rays of light.

Developer

If you like, you can check out the test build and see if it still happens there.

Submitted(+1)

Haven't seen any, so it might be fixed.

Developer

Nice! Thanks again man!

Submitted(+1)

Duke decides to bully the local goblin population: The game

Had fun with it. I'm a bit out of the loop with the project, but from the oher comments I saw that you switched to Godot. So far so good!
The runescape-ish aesthetic has a softspot in my heart, and more orblikes are always welcome.

I vibe with the cape physics, it's the little things that make games soulful


Some suggestions/problems:

- The game freezes for a couple seconds when using fireball for the first time

- Enemy AI takes a bit to react to the player when they enter the room

- Could be cool if fireball had a bigger splash damage range, even if it was more expensive for it

- Shadows on the cape were a bit glitchy

- Enemy placement was a bit weird (6 goblins on a perfect square position), but I imagine is just placeholder



Keep it up!

Developer(+1)

Thanks for playing!

Funfact: the fireball has 0 splash at the moment lol. Its gonna change of course, otherwise its only advantage to arrows is a slightly faster firing animation.

AI, enemy placement and so on are also gonna change. The AI is very bare bones anyway, they just follow you and attack, thats it. Real goblins panic when some of them die. Spawning in squares was just the first step to spawn more than 1 on a tile. Easy to implement if you know the dimensions of a tile and the enemies. Making it look natural by displacing them will take some more work than that (but has to happen eventually).

The freezes will be resolved until next DD hopefully. The main culprit seems to be a default shader loading issue with Godot. Happens in other submissions too interestingly.

Submitted(+1)

Video response: 

The recording is a little messed up but the main thing is that there is a lot of optimisation improvements you will need to get done. I got a crash when i tried to cast a fireball. Hope this helps.

Developer

Very nice, thank you for playing and recording it!

After watching this and also rewatching the part about it from last nights stream, im a bit stumped.  Apart from the shaders, i had none of these strange behaviors i saw on your guys footage. The constant stuttering/rubberbanding in your video is completely new to me, just like the lighting flickering other people reported.

As for the enemy AI, thats where i put a lot of effort in to smoothen it out. Like each enemy only calls its update function every x frames, where x is also depending on the actual time the enemy activates. Also proper deactivation when they are out of sight for 10 sec and stuff like that. So overall i suspect some visual stuff being wrong right now, that is coincidentally not a problem on my computer :(

The fireball crash is just unfortunate. No idea what that could be. Immediately thought of the shader stuff too, but that only cause a short lag spike, not a  crash.


Anyway, the suggestion for the doors is noted, seen this on the stream too. Maybe i'll put a timer on it and also change the hitbox for the opened door.

Submitted(+1)

stuttering/rubberbanding in your video is completely new to me

That's more of a video recording issue. Things were a bit laggy but it was an issue with my recording software. I didn't experience this while playing.

Submitted(+1)

Edit: itch always gives me so much shit when I try to put screenshots in my posts. So I had to move them and screenshot them again. Hopefully you can associate the screenshots with my feedback.


Right off the bat something a touch odd. The game started partially off the screen but it seems to believe it's fullscreen. My monitor setup brings out these issues a lot because I have a normal main monitor and a TV screen as a second monitor. My screen is mirrored between these two resolutions and it makes games freak out in different ways. Going from fullscreen to windowed back to fullscreen fixed it.

You are a real one for the pogo3d shill!


An empty UI prompt is presented to me upon teleporting to the town. Confusing.
All of the windows opened from the bottom HUD do not have "X" buttons to close them at the top right.
I'm getting performance stutters. It freezes momentarily as I walk around. (This stopped being a problem in the mines)

Just now the player character stopped and walked in place until he stopped getting caught on whatever it was he was caught on. (This stopped being a problem in the mines (mostly, it happened once when I paused))

The waypoint says it goes to Town but there's just a mine here?

I can't equip the greatclub until I unequip the shield. That's reasonable, but it would be nice if the game told me that. I think it would be reasonable for the game to just equip the greatclub and unequip the shield


So much light from such a small area!

The loading from mines level 1 to mines level 2 froze the screen for a while. Windows had to step in and turn my mouse to the spinner.

Aaaaaand then hard crash. I had a bow on my left side and the greatclub on my right side. This seemed weird so I tried to drag the greatclub to my left side and the game took a shit and died.

I restarted and I'm ready to go again. The save selection screen confuses me. I think it should just go to the one I select, or just prompt "Start <name>?" y/n

lil bro is stuck in the door and unattackable.

Pathfinding is a bit triggerhappy. If I'm holding down LMB to move and move over ground that isn't reachable, my player character decides to auto-traverse the entire dungeon to get to that cm of ground.

Something about the sound makes everything feel very distant. Like I can't associate the cries of the goblins with them.

There seems to be a bit of a delay between me entering a room and the goblins reacting

Proc gen? May want to massage the algo to not generate weird edges like this. (Edit: I lost the screenshot for this but they were 1 tile wide little weird passages on the edge of the room that looked odd)

I'm enjoying that this is my Goblin Slayer anime simulator.

There was a hood on the ground. I picked it up, and I guess that was more than I could hold in my inv. So I dropped a shortbow. But what's odd is the hood is now not interactable with in my inv. And then it disappeared later!

Sometimes enemy archers can be right beside walls and the walls don't disappear so it's impossible to see them.

When I run out of mana, my spell slot shouldn't turn into an attack, that's just confusing.

Slightly weird: when I choose "Save and quit", it goes from a maximized window (what I like playing in) to a non-maximized window.


Overall I'm very impressed with what you were able to convert from React to Godot. There's a lot of fun orb-like systems here. I'd say give it a layer of polish then introduce some non-goblin enemies! (Maybe there are some, I died a shameful death on level 3 of the mines).

Developer

Thanks for playing and giving so much feedback!

You are like the third person to report fullscreen issues and the second one to mention a non standard monitor setup. So thats great input for me to investigate this further, thanks!

How did you manage to get the empty menu? I mean how did you teleport exactly to town? Saw in some footage that someone used the waypoint in town to teleport to town, but it still showed the correct options afterwards, so this confuses me. Speaking of waypoints: it only shows the town initially, because they need to be unlocked. Letting you port from town to town is actually a bug however.

Including an X-to close in all menus is a good point. Seems like i assume everyone to have the same hotkeys in mind as me, but lots are just confused.

The walking on the spot happened to me once or twice in testing too, hoped nobody would encounter this, as its low on my list. But im wrong again lol. Will fix for next DD.

Fuck me, you got those inventory bugs? The two handed scenarios are a pain in the ass. Was trying to fix it up like a week ago, but seemingly theres still tons of bugs in there. 

The proc gen is also a long way from being in a good state. Theres some edge cases that cause a lot of problems, like walls not going transparent correctly or walls being plain invisible when they are not supposed to be. Biggest goal for this DD was to have a rough representation of what it will be, having random stuff and still being traversable in any case.

Oh the screen resizing after quitting is probably due to the settings being loaded and applied at certain points. Seems like i made this a bit hacky (it was one of the last additions in this version) and i might to put an "Apply" button in there to give the user better control. 

Thanks again, thats a thorough review with lots of useful info!

Submitted(+1)
How did you manage to get the empty menu? I mean how did you teleport exactly to town? Saw in some footage that someone used the waypoint in town to teleport to town, but it still showed the correct options afterwards, so this confuses me.

It must have been teleporting to town from town. I walked up and assumed I wasnt yet in town.

(+1)

Looks like the game will be great! Wish combat had a bit more nuance to it but it's a start!

Developer(+1)

Thanks for playing! I sure hope so too lol

Went to bed last night because i didn't think you would get to my game. Still learned a lot from watching that part of the stream, especially since it was the first time i witnessed the lighting glitches, that was wild.

(+1)

Glad the feedback was helpful! I had a lot of fun playing it. Really liked your inventory system and bow punching was super fun haha.

Submitted(+1)

Can't seem to get past loading screen on W10, game crashes after the music starts. Any chance the game dumps logs anywhere?

Developer

Hey, sorry to hear about the crash. Try %APPDATA%\Godot\Plunderground\logs

Submitted(+1)

Not sure if this helps you, but error seems to be coming from Vulkan and not being able to allocate memory for a buffer. Im running on a mediocre laptop so maybe my integrated gpu isn't enough

USER ERROR: Can't create buffer of size: 192, error -10. at: _buffer_allocate (drivers/vulkan/rendering_device_vulkan.cpp:1360)
Developer(+1)

Thanks for the effort. If anything, this is an incentive to optimize the level building, as that seems to tank systems somehow and that could very well be related to this.

Linux version.

Noticed some hiccuping when performing actions for the first time on my not-great-but-not-by-any-means-slow computer. Casting spells and opening the map in particular were big hiccups. Noticed a lot of error messages in my console about missing nodes. I wish enemies were outlined when they were behind walls. I kept getting hit by a goblin I couldn’t see. Sometimes I was able to click on doors through walls to open them even though the cursor wouldn’t indicate I was hovering my mouse on a door. I like the belch after drinking a potion.

Submitted(+1)

Got some problems on multimonitor setup, turning  on window mode was a little tricky

I know this is an orblike, but making camera less riggidly following player and adding some delay and interpolation will make it look less stiff

Overall great potential!

Developer

Thanks for the feedback!

Somebody else had issues with the window mode too, what exactly was the problem on your end and how did you solve it?`

Will look into the camera idea, sounds interesting.

Submitted(+1)

The screen was displaced and cursor position offseted from visible one so I needed to guess

Submitted(+1)

Alright, got a problem on W10:

The game is either fullscreen and I can't touch anything or it shows up borderless and I can technically click stuff but then it goes back to fullscreen.

I even tried going to the options to set it to window mode but because of the weird stuff I mentioned, it's really hard.

Ended up setting to window mode with keys at least. so I could play it at that point.

Punched some goblings to death, then got a hatchet, hood, cape and shield.

I kinda like that you keep items even after respawn.

But there may be some weirdness with goblings having walls/doors in front of them, though.

Developer

Thanks for trying!

Im on W10 and im not having any issues. It shouldn't even show up borderless if you didn't switch the settings. If you changed any window sizes manually, but still got the "fullscreen" option in the settings, it might reapply that at some point. Its weird you cant touch anything though. Does this happen again after restarting the game?

What exactly do you mean by weirdness concerning walls/doors in front of goblins? Theres some cases where they clip into things, or the wall transparency is not optimal, if thats what you mean.

Submitted

I guess those issues you mean are what I experienced.

I'm also not really a Diablo guy, so this was technically new to me.

Submitted(+1)

Playing this right after the tower of kalemonvo was a mistake lol

The movement looks kinda stiff, but it's still too early to make judgments since everything still looks mostly like placeholders

I look forward to seeing it evolve in the next DD.

Developer(+1)

Thanks for playing! 

Will take some time to rival ToK, he has a bit of a headstart lol

Anyway, im happy that there didn't seem to be any crashes while you played.

Submitted(+1)

Neat that Godot can just pack all the game content into the executable. Art style looks to me like Runescape, which I didn't get much into but always liked the idea of it.

Movement can be a bit glitchy sometimes, and the shadows/lighting seem to freak out sometimes. Could be that I'm running the Linux version but maybe other people get it too. There was also one point where I didn't realize I was behind a wall, the occlusion blended in too much and I couldn't tell until I stepped further away from it.

I only got one healing potion on the first floor so if it hadn't been for leveling up I might've died. The goblins are a little slow but I don't really like orblike controls so that gives me plenty of time to dodge arrows and such. I'm not sure what poise means here, is that a bit like a shield of regenerating health?

For someone not into this sort of thing, I quite like it. Unfortunately I got stuck in this doorway on the second level so I didn't get any further.

Developer

Thanks for playing!

The poise thing was an addition i made in a previous version due to the hit stun being too frequent. The idea is that each point of hp damage also damages your poise. When pose is 0 you are stunned for a short amount of time. This is to avoid a "chance" of stunning the player, which can become very frustrating very fast.

Anyway, thanks to testing the Linux version, which i couldnt even test myself! The wall situation is on my list, its a bit tricky and i forgot (or failed) to make the wooden struts transparent too if the wall is supposed to be see through. Lighting problems are new to me, but i will check it out. Theres this thing with some materials loading incorrectly, at least that happened on my laptop a few times. 

Do you recall how exactly you got stuck? From the screenshot it looks to me like the character is standing on a spot where no valid navmesh exists if the door is closed. I'd hope it would fix itself once you open the door again, but you probably tried that, which means i need to investigate more.

Glad you liked it despite not being an orblike fan!

Submitted(+1)

Ah, yeah that sounds like a great way of doing. I love Morrowind but stagger being based on a dice roll (like everything else in the game, to be fair) sometimes frustrates the hell out of me.

Normally it isn't so bad but it was in a spot with a lot of little 1-square alcoves right under it so the wall was sort of hidden behind other walls as well. I read osur's comment below and it sounds like my lighting issue might be the same thing, because it did flicker practically the whole screen.

I got stuck while fighting that dead goblin in the doorway, it actually happened while the door was still open and I closed it to stop getting hit by arrows from the next room.

Submitted(+1)


Din't look any weapon so I just punch my way, this game is the reavengecne of agdg but you're playing deputy amrstrong of texas university. Droped lot of book so I know he lift in the librairy. Also too much (too) door

Developer

Thanks for playing and the nice art!

Btw dont you like to have of choice of multiple doors? Maybe i can cook up a dungeon with 3 or even more doors per room next DD

Jokes aside, it just wasnt worth the effort yet to polish it down to 1 door. One day it may

Submitted

Damn, I demand drunk azurdev fanart and feedback every DD. This is great

Submitted (1 edit) (+1)

it is awe inspiring how quickly you were able to get the game to this level after switching engines, excellent work! i had a blast blasting gobbos with my bow (and fist!)

the atmosphere is already on point. most notable for me was the chest opening sounds, the slow creek with the sound echoing across the red caves. very nice.

there were a couple of issues i had , which i thought were worth mentioning:

performance when the game loaded and for 2-5mins after was sort of wonky. sometimes everything worked, sometimes it would pause for 1 second. usually happened the first time a specific action was executed. cast fireball -> 1 second delay. cast it a second time, no issue.

there would be a screen-wide light flicker every now and then. probably tied to lights being culled or turned on someplace. 

enemies had a long "react time" to me. i'd walk into a room, and they take a bit to activate.

otherwise, all was smooth.

the mapgen is surprisingly decent. the main thing i look for (which tok lacks!!) is interconnectivity - can you circle back to the start room only going forward? in your game, yes! that's a great sign. keep it up.

the little touches (animation to pick up, to drink, burp sfx) are all charming.

unsure if there is a next level, but i made it this far before stopping for now. we'll see if save+quit did it's job

great stuff! eager to see more.

Developer

Thanks for the feedback, dear osur!

The stutter on the fireball thing is a Godot problem i think. At least i read early on that these things are known to happen when stuff using shaders are used for the first time. Need to investigate and fix it.

Does the screen wide flicker happen when turning on the automap by any chance? When implementing it, i noticed this happen when using it for the first time. Tried to fix it by having it "visible" when entering a scene, but turning it off immediately (the player wouldn't see it due to the loading screen).

The reaction time is still a relic from performance tests i guess, i was giving each goblin a random timer upon visibility to when they would start their AI in order to stagger the calls. I will look into making it smoother without paying in performance!


Yes there is a second level!  It's mostly the same, but with blue fog and possibly some bigger, more yellow goblins that hit harder and take more damage. There is also like 2  more items that can drop there, but no game changing stuff.

Did you notice the character button next to the potions turn red on level up, or is it not obvious enough? Of course i will need to add a ding sound to leveling up, but i was thinking i could avoid the classic "Level Up" button popping up and reuse UI elements i already had. If nobody sees it i might to rethink this though.

Very happy to not hear of any crashes!

Submitted(+1)

>stuff using shaders are used for the first time

pool your fireballs! it will most likely resolve this

>Does the screen wide flicker happen when turning on the automap by any chance? 

yes, but that's something else. the light flicker does seem like a "light source" object messing up. i couldn't catch it or manually replicate it, though

for the AI - you can always invoke movement when they become visible (meaning the player is in their action radius).


>Did you notice the character button next to the potions turn red on level up, or is it not obvious enough? 

i did not. this is something incredibly hard to get right - i didn't even find a solution for TOK - nobody notices when you levelup or get new combat arts. truly vile.

related to this - i forgot to mention that it's very strange that your EXP bar is top left, instead of being near the rest of your UI. 

Developer(+1)

Finally saw the light flickering with my own eyes thanks to HurriCreates stream. So i noticed it happened in the dungeon, but not in the starting area. Can you confirm this? Possible cause could be the world environment for the mines having both fog and volumetric fog. The town only has the fog, so maybe theres some fighting between the two.

Submitted(+1)

can confirm it only ever happened to me while moving + while in the dungeon. it doesnt happen if you stand still (at least not to me) and never in town (but i didn't spend that much time in there.