Play game
Plunder Rush's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #135 | 3.898 | 3.898 |
| Enjoyment | #232 | 3.797 | 3.797 |
| Gameplay | #244 | 3.593 | 3.593 |
| Overall | #297 | 3.554 | 3.554 |
| Innovation | #426 | 3.305 | 3.305 |
| Audio | #615 | 3.136 | 3.136 |
| Visuals | #619 | 3.593 | 3.593 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You have to risk running into the dungeon and escape with gold before it collapses, pushing your luck to see how much you can get
What code and assets did you not make from scratch during the jam (if any)?
Sprites, artwork, and audio are all sourced from free asset libraries (see description for credits)
How many people worked on the game?2
Leave a comment
Log in with itch.io to leave a comment.
Comments
Had fun! The gameplay loop is tight and its fun making a mad dash back towards the exit as the map is collapsing. 1 thing could you many add a random seed button at you start the game so you don't have to manually change it again and again. Besides that its awesome!
Nice gameplay loop, the game does get kinda addictive and I like that a lot!
Pretty solid all around! I liked the effects of the cavern collapsing as time goes on. I do feel like there’s something missing on the return trip, maybe there’s a strat of passing up enough stuff on your way in you can still earn money on the way back, but it didn’t feel like that was really an option. I think there’s something there game design wise where both trips feel equally interesting/rewarding. Certainly once you make it back there’s basically no incentive to go back down again as far as I can tell.
Of course, I didn’t score very well compared to the leaderboards, so maybe I fundamentally missed something?
It’s a pretty solid entry nonetheless, good work :)
Thanks - you make good points!
For a high score you need to do just one trip, and then head all the way to the end of the dungeon to find the golden biscuit which will double the value of your gold. Gold found further into the dungeon is worth more as well.
Of course we didn't mention any of that which makes it hard to know.
Maybe there shoud just be one trip in, and the level ends after you exit - then you can go to a new level or something, needs some thought. We also want to add some more things to slow you down, maybe enemies - but just to slow you down, not to become a shooter
Nice entry ! Really liked it !
Beat me if u can! TGL Fun game, quick to learn and the leaderboard is what keeps u going : )
Thanks for playing on your stream!
Your previous run (where you failed to escape) had over 370 gold... but it counts for nothing if you don't get out with the cash :-)
Awesome gameloop, was very addicting :) Well done !
Really love the concept and level design on this! Fits the theme really well. Nice job!
Love it! the leaderboard is very detailed and full of sweats. the movement feels nice (even though a run or dash would have felt nice to make you feel like you’re actually rushing) but it really misses sounds, music and more sfx would have made the game, overall goodjob especially for a small team
Very cool! Crazy how much you guys go done with all the stats/leaderboard stuff. Really liked the urgency that you created with all the rumbling/shaking and the debris. I think the only thing I'd suggest is maybe making the movement less velocity based and more snappy. So when I press left or right it instantly kills my momentum and makes things less floaty. But honestly, really good game regardless!
I love it when games explore other fail states than HP hitting zero. This is a great example for that.
The effects of the dungeon falling apart as time runs out is a nice touch.
Well done!
The game idea is very creative, I really enjoyed playing it
Really fantastic! Great job
Pretty fun! I quite enjoyed the overall intensity of trying to get the biscuit at the end of the dungeon and go back to the starting point in 2 minutes!
Cool take on the theme!
Having to constantly make little decisions about which coins to go for and how much time that would leave me with was a lot of fun!
The only real criticism that I have is that the movement felt a tad sluggish at times.
Wow, i love that, leaderboards and collapsing visuals. Risk factor. Is procedural? Do we enter the seed? Is it building from a nuber of pre-built rooms? Great job with this submission!
Thanks,
Yes the levels are built from a random assortment of prebuilt rooms, including special treasure rooms. They are joined together until the dungeon reaches a certain depth and then one last biscuit room is added. The rooms are of different sizes and there is some clever code to join the rooms together, including mirroring some of them for more variety
If you play enough you can learn the visual clues to to help go further.
Eg there is a room that has two paths either up or down. If you see a cobweb just before that, take the upper path otherwise take the lower. This helps you go deeper without backtracking, for higher scores.
The movement feels clean, the scoreboard is a good motivator. I like the footstep sound. Kudos to you!
It's a really good game; I enjoy playing it.
Cool game, congrats! The leaderboard is an amazing feature because it really encourages risking as much as possible. The level generation adds a lot of replayability, although something like a wall jump would have probably been more important for a game jam entry. I tend to spend a lot of time on not entirely needed level generation too lol, I totally get it, it's a lot of fun to program.
As for the stutters, I am almost certain this is shader compilation, although it is strange that it happens again when restarting, it should have been still cached as far as I know. The initial stutter is compilation of the debris particle material, and then the particle material of the coin collection effect.
If I am right, the same fix I did in our game (also in Godot) will work: You add a tiny SubViewport set to render once and never clear and add a Sprite2D with each shader and a GPUParticles2D with each particle effect as children of that viewport. They need some texture, I just use a white 1x1 pixel. This will render them to that viewport, never to be seen by the player, but it forces compilation of these materials at the start of the game, so it doesn't need to happen at runtime.
Thanks for the tips, will try them to see if it helps. I wonder if the browser being used also impacts the stutter
This game is absolutely fantastic—the controls feel super smooth, and the gameplay is a joy. The visuals are nicely optimized too, which makes it even more enjoyable. The only drawback is that there isn’t a ton of content yet—aside from collecting coins, there’s not much else to do. That said, the infinite generation system is brilliant and rarely feels repetitive. I really hope the developer adds more content, because this game has so much potential!
This game is gold! love the last submission mechanic to compare yourself with others, and both the graphics and audio are really well made. Great Job!