RMMV Plunderer v1.1.2

Blah_Blee

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Welcome to Plunderer! The chill dungeon crawler you barely even have to play!

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You are PFX, the high-tech robot specialising in exploration, expedition, and excavation. As if galvanized by some unknown force, you set off on a journey down the desolate caverns, walking and battling and walking and looting and more walking. Why do all this, you may ask? Well, PFX didn't really think about it. However, rumors speak that an unknown entity by the title of 'Scrap God' may be responsible...

But that's besides the point, what lies ahead is a mix of on-rails dungeon crawling and RPG, where players can outfit PFX with loadouts of special Chips that'll aid it throughout its journey. Every step taken, devious trap avoided, area explored, chest looted, and enemy encounter can cause Chips to react and provide skills and benefits. Developing unique, specialised builds is the point of the game, after all. Want to get the most out of the treasure chests PFX opens? How about turning PFX into a deadly fighter? Or even a gold farmer? Chances are - there's a build for that. Create all sorts of unique combinations and synergies for maximum Auto-Crawling optimization!

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Inspired by the unlikeliest of sources, Plunderer is the premier 'Auto-Crawler' of the generation. For those wondering what an Auto-Crawler is, here's an excerpt from the game's imaginary instruction manual:

'Plunderer is a game divided into two parts: A menu screen for preparation, and the main dungeon gameplay, where PFX proceeds... well... automatically. Players are urged to basically sit there and watch this funny little robot walk around. But that's not all, various dangers lurk in the dungeons ahead, waiting to harm, maim, strike, emotionally target and bully this poor bot around..."

The instruction manual then segues into a list of various precautions and side effects of owning a PFX excavation bot. Onto the next page:

"When PFX takes a step in dungeons, special neural devices target a single Chip it has installed, gains points depending on the Chip's special parameters, and may activate its own skill. Subsequent steps rotate the target to the next Chip installed. This repeats before completing the loop and returning to the first Chip. PFX must carry 8 Chips at a time or else the game breaks it suffers from unwanted ego death."

"To increase PFX's chance at survival, players command PFX via Oregon Trail-like choices that pop up from time to time. These decisions always carry an element of risk: Treasure chests may be rigged with explosives, and extra explore-able areas may leave undesired effects like dysentery - but by golly, there is LOOT to plunder! And PFX is specifically made for that, no? The commander's decisions will be the biggest factor in PFX's journey from the beginning of this mysterious cavern to the very depths."


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This is the most important aspect of Plunderer, and also the most complicated. The instruction manual reads:

"Special excavation chips are needed to make the most out of PFX's plundering, they can be found in loot drops or purchased at your local retailer. Chips are divided into 3 types:

Core
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Specialise in combat and ever-so-important points

Shell
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Specialise in healing and preventing damage both physical and existential

System
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Specialise in speed and other factors

Each of these 3 types may have abilities that alter other Chips as well, not just for helping PFX out. Put together special loadouts of complementary Chips and create your own ideal PFX today!"
This is it, the game screen. No I can't map
Screenshot (80).png

Skills may activate while PFX travels. It's like some kind of magic pedometer!
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Fight formidable crazy robots and monsters
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Don't know what's going on? Me neither
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Shaz

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Hi, are you able to add the screenshots to your post as images rather than links? That'll save readers having to open 4 new pages to view them.
 

Blah_Blee

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Hi, are you able to add the screenshots to your post as images rather than links? That'll save readers having to open 4 new pages to view them.
Very late, but done :p

NEW bugfix and balance update v1.1 released! The game should be a little more punishing now >:)

As always, feedback is much appreciated!
 

ShadowDragon

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I will try it out when I got some time.

EDIT:
I did a quick test, concept is kinda weird/unique in some sence that I didn't
saw before in any gameplay.

but here are my thought:
1) Totally not my game!
2) not exactly the sure whats you need to do except making correct choices?
3) I though more playable world etc, but I have no clue what to do in this game!

I got to level 4, than died constanstly without knowing, because it heals and deal
damaged as well damaged taken or alot by traps.

but I quited the game, not that it's a bad game or anyting, but I hoped for more
adventure to have control.

but like I said before, the concept is rather weird/unique.
 
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Blah_Blee

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Sorry for the late reply! I didn't catch the edit until now lol. But thank you for the feedback! I definitely have to be more clear about giving the player some sense of direction now (there are 50 dungeon floors in total), and maybe add in a few tips and tricks :D

For your points: The game is all about risk IMO, and your progression is dependent on choices and their stakes. Every event that provides loot (chests, explorations, encounters) can backfire, and the player must balance getting as much loot as possible with the need to avoid dying and losing all that mid-dungeon loot in the process.

The new chips you gain between each floor can help you out a lot in this process, and each potential danger can be minimized/nullified with the right chips equipped. If the traps are too much (that might be my fault, I did make them likelier to hit after all lol), there are certain chips that can activate defensive skills like healing/shields in response to trap events, so try experimenting and finding the best setup for the job. The tutorial (the 'events' section iirc) gives instructions on how to deal with them. And remember, not every run is meant to reach the end. You can create loadouts that revolve around obtaining as many chips as possible - for example, or gain as many points as possible, instead of simply surviving the entire run.

Yes, the game has a very simple look and a vague, limited world. My apologies, Plunderer is meant to be very, very mechanically-driven. Thank you again for the feedback, though! It's very much appreciated :)
 

ShadowDragon

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maybe others like this kind of game, but I love more adventure/puzzle/action
games with walking around.

specially the jobs/classes which might be found/obtained etc.
but I wish toi toi on the project though =)
 

Blah_Blee

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NEW v1.1.2 update released!! Another bugfix, balancing, and QoL update, and this time I remembered what changed!:

- Auto Mode Added, now the game can be played correctly!
- Added an option to automatically skip text to keep gameplay as autonomous as possible
- Options menu added, sounds basic because it really is
- Most text boxes have been replaced by convenient little icon popups to keep gameplay flowing smoothly
- Score Gain+ and Heat Gain+ abilities buffed to the moon and back!
- Removed and substituted a few low-tier specialty types (round loss, battle start, and dungeon start), they won't be missed :) :) :) :) :) :) :)

Feedback is very much appreciated!
 

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