PLUNGE
This is a mini-dungeon crawler built around slot machine logic.
Each floor you roll to randomize a grid of dungeon rooms (combat rooms, rest rooms, etc.), and then pick a column to descend, fighting enemies, grabbing loot, and so on.
There's a unique boss at floors 6, 12, and 18.
Other features include jackpots, items, and an upgrade system.
Would love any feedback on the game design, and of course LMK if you run into any bugs.
Love,
Ion
| Status | Released |
| Platforms | HTML5 |
| Release date | 61 days ago |
| Rating | Rated 5.0 out of 5 stars (7 total ratings) |
| Author | Ion Klamp |
| Genre | Role Playing |
| Made with | Godot |
| Tags | Dungeon Crawler, Experimental, Fantasy, Pixel Art, Procedural Generation, Roguelike, Short, Turn-based |
| Average session | A few minutes |
| Languages | English |
| Inputs | Mouse |
| Content | No generative AI was used |




Comments
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Also win screen hass placeholder "cool graphic here" lol
This game is awesome in scope, feel, and atmosphere. I'm envious! I love the CRT and the dungeon vibes. The characters are fun but rogue is dog shit. His bonus is horrible it feels. I lost several times with him and 1 shot the game with knight and witch. Witch is buff as fuck. Had 28 atk by floor 18 lmao. It was fun being powerful. Maybe rogue could sneak past bosses or something instead of fighting? Dunno. Wish there was more! It was very fun great sound effects.
I played on mobile and I don't think it was built for it but it worked. However I frequently couldn't remember what items did what and clicked them only to use them or get forced to use them with the arrow click system. A way to click off on the screen to de select that would be good. I didn't understand the traps that well. Sometimes they hurt me other times they didn't. Armor only? Idk.
Also did u intend on a playthrough saving progress of upgrades? After a few runs I had our based every item and every upgrade I guess. I had hundreds of gold and nothing to buy which probably why rogue was hardest too.
Slots and daggers reminds me of this game. On steam similar idea. I like your execution better. Fun game great work.
Thanks so much for sharing your thoughts.
The upgrade progress not resetting is totally unintended, will be fixing that soon. It's weird people don't like the Rogue cause when testing he was my most successful character, mostly just farming traps for XP and items.
And yeah I was definitely inspired by Slots and Daggers but even more so Sol Cesto. You should check it out on steam if you liked Plunge ^_^
Wow saw that game just now. Very interesting I see the inspiration ! I wonder how you got along with the animations sfx and ui work. Any tips to improve like you? It feels daunting and I struggle to figure out what I might want to add but I really like what you've done.
Ok, found a bug. If you replay the game (to try a different character par example) the upgrades don't get reset. This makes the second run too easy. Playing on firefox.
Great game though.
Same wasn't sure if intentional
Oh damn! Knew I forgot something. Thanks for the report, will fix it later today/tomorrow.
Hello! We completed your game with the Witch class and wanted to, as requested, provide the following feedback:
General thoughts:
Thanks for allowing us the opportunity to play-test your creation! We're currently developing a game ourselves and it's always a pleasure to see what other developers are working on!
The concept of this game is very neat and not something we've seen before, and we enjoyed it. There's room for expansion, should you desire it.
It was observed that there was a bit of a difference of music genre used between the Intro / outro screens, and the actual game play music. While this didn't bother us, it could sit strangely with others.
We were able to pwn the game with the Witch.
Suggestions / fixes:
1. This suggestion is more 'stupid-proofing' than anything else, we thought that presenting text such as 'Select column' on the very first column row selection screen would be helpful. We saw the arrows but for a moment, weren't completely sure what they meant.
2. We thought it would well to suggest 'Item shop' text on the top of the buy screen, or something of similar indication.
3. We noticed that when the buy screen is up, it blocks off part of the information presented beneath the character on the right side, to include health. We used health gain items at that point but could only see part of our health. This isn't the biggest problem ever, since this is a short game, but something we wanted to note.
4. We didn't end up using items too much (our inventory filled up) and thought it would be well to suggest a way to rid of purchased items, such as the ones that affect the rooms, while in the buy screen in case we desired other items.
That is all we observed during our play-through. Thanks again for providing us the opportunity and congrats on the game release!
Until next tale,
- Beastly Fables
Thanks for the feedback, cool you beat the game.
The 4 points you listed are all very helpful. It's interesting you beat the game without using items much, as most of my successful runs heavily relied on spamming items.
Will look into #3 in particular b/c I never ran into that issue. Might have to playtest on different resolutions.
No problem at all!
We tested the game on a less common monitor resolution of 1920×1200, in case that’s useful. As for item usage, we ended up focusing mostly on coin upgrades, which meant we were earning money much faster than we could spend it. We were then able to upgrade damage and health tons. This started becoming noticeable after about five or six rounds.
Thanks again, and we really enjoyed checking it out!