Dungeon Plunder Dominic Duchesne • TouchArcade 4.5/5 "... Dungeon Plunder's slot-based combat is clever, just one of several smart features that make it … TouchArcade Rating: $1.99 Buy Now Watch Media Details• TouchArcade 4.5/5 "... Dungeon Plunder's slot-based combat is clever, just one of several smart features that make it one of the better roguelike experiences on iOS." • • IGN Featured Game of the Day • • TouchArcade Forums Game of the Week • • AppAdvice: 4.5/5 • • PadGadget 4.5/5" • Dungeon Plunder is a fun casual roguelike dungeon crawler featuring randomly generated overland and dungeon maps with an addictive and strategic battle system. Here's what you get with Dungeon Plunder: → Randomization of maps with different environments ensuring several hours of replayability. → High quality isometric graphics rendering a beautiful and diverse scenery. → 90+ different monsters and bosses with unique abilities to defeat. → A fun, engaging and strategic combat system based on a slot machine with symbols selection, a respin phase and cooldowns management. → Three character classes (Warrior, Mage, Rogue) with distinct abilities and playing styles. → A skill points distribution system when you level up. → An inheritance system that will grant gold, artifacts and life scrolls and even unlock higher starting levels for your next characters. → A legacy rune system that triggers bonuses shared for all your characters. → Several orchestral music tracks, tuned to your surroundings, enhancing your game playing experience. → Full Game Center integration with 48 different achievements and 12 leaderboards. → iCloud synchronization across your devices for your character starting levels and unlocked runes. → Ultimately defeat an evil archmage conjuring a new ice age: the environment will be covered in ice and snow progressively as you travel through the perilous lands. Dungeon Plunder is a universal game with full support of the widescreen iPhone5 and iPod Touch 5th generation devices. Full IAP DIsclosure: 2 expansion classes (Ranger and Monk), cosmetic skins and a tip chest for the developer with no in-game effect are available. That's all. There is absolutely no IAP for game currency, "gems", gold/exp doublers or anything else that affects game performance. Buy with confidence. Information Seller:Dominic Duchesne Genre:Adventure, Casino, Role Playing Release:Mar 06, 2013 Updated:Aug 27, 2013 Version:1.25 Size:45.7 MB TouchArcade Rating: User Rating: (63) Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel Subscribe to the TouchArcade YouTube channel Developer website: http://www.dungeonplunder.com/ Sample full iPad Retina screenshot: http://www.dungeonplunder.com/misc/iPadRetina.png Pocket Tactics Preview: http://pockettactics.com/2013/03/04/slots-sworcery-ios-roguelike-dungeon-plunder-launches-this-week/ bramblett05 Well-Known Member Aug 29, 2012 5,682 0 0 #2 bramblett05, Mar 5, 2013 Yes yes yes trystero Well-Known Member Aug 11, 2009 717 3 18 #3 trystero, Mar 5, 2013 Hope this slot mechanic works cause everything else about this game looks top notch. steviebwoy Well-Known Member Feb 17, 2011 735 0 16 e-Systems Analyst Cornwall, UK #4 steviebwoy, Mar 5, 2013 Yeah, everything looks fantastic, apart from the slot machine thing, which has really put me off to the point where I might not pick this one up.. Odd decision, hope it works out. Bool Zero Well-Known Member Dec 14, 2010 1,922 0 36 #5 Bool Zero, Mar 5, 2013 Interested, but like the rest the slot system seems out of place but not a deal breaker. The game looks great and at the end of the day random number rolls have always been the name of the game for rogue like games so I guess I can deal with a slot machine system! mekanikal fiend Well-Known Member Sep 9, 2010 814 0 16 #6 mekanikal fiend, Mar 5, 2013 finally something worth buying comes out! come on 11pm iPadisGreat Well-Known Member Dec 10, 2012 2,390 0 0 #7 iPadisGreat, Mar 5, 2013 Dungeon Plunder looks interesting, but I can't make heads or tails of it from the two Youtube videos. Going to hold off until hopefully Sanuku Youtubes this... undeadcow Well-Known Member Dec 4, 2010 9,486 2 36 Houston, TX #8 undeadcow, Mar 5, 2013 Last edited: Mar 5, 2013 Dungeon Plunder is polished and fun. It is well designed and can be difficult. There's hypothetically an end objective but I haven't reached it yet. Diversity between character classes is great and lends itself to replay; along with randomized world map and dungeons. The inheritance system is novel and there's some intelligent devices to prevent exploits. Graphics are such this might be the most vibrantly colored retina roguelike out there now. Regarding slot machine combat mechanic, it actually works very well. The short version is that slot combat in Dungeon Plunder is compelling and fun. Long version: Like many of you I was initially repelled by the thought of slot based combat. However, it is very well implementing lending a sense of strategy and tactics to the roguelike genre. Traditionally you would bump into an enemy and see what the outcome was, or maybe push/swipe an attack button and the damage would just appear (which is anticlimatic and passive if you think about it). Here, you bump into an enemy and the game pulls out the slot system. Tap a button to spin, hold matching items (at least a pair but up to 5 of the same item, multiple pairs allowed), then respin to randomly replace undesired tiles for final outcome. This is handled in a turn based fashion that feels a bit like jrpg combat to me. There are a good assortment of slot tiles making combat feel strategic because matches come up frequently but with only 5 slots and x possibilities you sometimes want to gamble for a more desirable outcome (i.e. focus on attack tiles and pass on defense or visa versa). Some tiles are general for all classes (hearts for health, shields for armor, coins for gold) and others are specific to your class (see below). Depending on your class some tiles will be worthless because they are associated with other characters (i.e. rogues can not attack with matching axes) so you need to avoid filler. There is also a bonus with the more tiles you match and additional gold for matching 5x of some. Some tiles have double symbols lending to diversity (a shield with a heart on it matchs both single shields and single hearts). The controls are responsive and allow for quick scanning and tapping. After each set of spins (initial, select desirable tiles, respin to finalize) the enemy attack outcome appears. Class specifics: For rogue poison (show in video below) bottles stun or damage enemies if poison rank is high enough and daggers attack. For warrior single or double axe both attack but match separately. For mage (pictured in screenshot) wand matches attack and blue potions build mana for skills. Each character class has different special abilities for influencing the slots (i.e. rogue "blade fury" replaces all unusable symbols with a dagger, poison, or shield usable to rogue). Here's a link to a gameplay video from an earlier build:http://www.dailymotion.com/video/xxf5to_roguefight_videogames#.UTX-UDf4KSp. Some of the UI is slightly different but mechanics are faithful to final release. Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #9 Exact-Psience, Mar 5, 2013 Like everyone else, my concern is the slot machine combat system. For a roguelike, im not sure if i can deal with that. Im sure i MAY grow to like it, but right now, i just dont like it at all. undeadcow Well-Known Member Dec 4, 2010 9,486 2 36 Houston, TX #10 undeadcow, Mar 5, 2013 Last edited: Mar 5, 2013 Dungeon Plunder's slot combat system is a lot more interactive with strategic/puzzle elements beyond what has been present on iOS previously. I dislike slot based games in general but found Dungeon Plunder to be a pleasant surprise. If you've played games like Tower of Fortune, King Cashing, or RPG Slots I can see how you might not prefer slot machine combat because those are largely dexterity based if not outright random. Dungeon Plunder is favorably different and gives a better impression of clear player choice/options in combat. There is in-app purchase as a one time charge to unlock all 6 cosmetic only alternative skins ($1.99 total) or the option to tip the developer (amount varies, no gameplay impact). iPadisGreat Well-Known Member Dec 10, 2012 2,390 0 0 #11 iPadisGreat, Mar 5, 2013 Oh, I am not too concerned about the mechanics, just how it all fits in together. Watching Sanuku's first 15min video usually gives me a good gauge of whether I would enjoy the game or not, for those games that I am uncertain about... steviebwoy Well-Known Member Feb 17, 2011 735 0 16 e-Systems Analyst Cornwall, UK #12 steviebwoy, Mar 5, 2013 Last edited: Mar 5, 2013 I think it's just the very notion of having a slot machine in a rogue-like. It just doesn't fit. They might as well have called it Dungeon Vegas I hear what you're saying about others being passive, and this being tactical but really, it doesn't matter. Surely they could've come up with a better mechanic than a slot machine for combat? I guess I shouldn't knock it before I've tried it, but it just seems like a very odd choice and it seems to be already putting a lot of people off. turakm Well-Known Member Jan 15, 2009 1,127 3 38 #13 turakm, Mar 5, 2013 mad excited for this one. insta. drelbs Well-Known Member Jun 25, 2009 11,200 7 38 #14 drelbs, Mar 5, 2013 I areally liked King Cashing (Tower not as much) so slots don't scare me. Come on 11pm! Big money! Nooooo Whammies! Naked Snake Well-Known Member Jan 14, 2013 449 0 16 #15 Naked Snake, Mar 5, 2013 If the slot machine part plays like King Cashing then that sounds great. Fractalrock Well-Known Member Sep 30, 2010 117 0 0 #16 Fractalrock, Mar 5, 2013 This looks fantastic. Definite instabuy. Big fan of cross genre games so can't wait Royce Well-Known Member Mar 22, 2011 4,240 180 63 #17 Royce, Mar 5, 2013 So can you actually predict and control where the slot stops like KC and ToF, or is it just totally random like RPG Slots? DungeonPlunder Well-Known Member Dec 11, 2012 438 0 0 Drummondville, Qc, Canada http://www.dungeonplunder.com #18 DungeonPlunder, Mar 5, 2013 Last edited: Mar 5, 2013 Hey there! Ok it's my first game ever and here I am, while checking out TA for news, learn that my game is out a day early! Gotta like this New Zealand thing Combat is definitely not 100% random: You're basically presented with 5 symbols representing different actions: You decide which to keep, or which to let go for a respin phase where you get replacement symbols. You can also burn cooldowns if you feel they are appropriate currently. For example a rogue can use Backstab once every 13-20 rounds for 50-65% extra damage (depending if the player specialized in it) if the player feels he has enough daggers and the poison level is high enough. Basic premise is that I wanted to do away with tap tap until the mob dies and bring some combat decision aspect. Don't be scared either by the slots aspect: The spin is brief and not emphasized so much. Any other questions? Fire away. cyllwynn Well-Known Member Jul 3, 2011 65 2 8 #19 cyllwynn, Mar 5, 2013 I saw this yesterday on pocket tactics. I understand the trepidation around a slot based combat, but I honestly can not wait to try this tonight. I like the concept of Rogue-like, but I prefer when there is some level of continuation (I don't mind the perma-death, I just like it when you unlock thinks, or grow in someway) and my biggest complaint is with the super boring combat. I understand it is a staple of the genre in the past, but rules are meant to be broken after all. I am totally looking forward to the more involved but still fast combat along with the inheritance concept. I hope it works well and it is another great genre mash up like puzzle quest, 10,000,000, etc... Congratz on the release! DungeonPlunder Well-Known Member Dec 11, 2012 438 0 0 Drummondville, Qc, Canada http://www.dungeonplunder.com #20 DungeonPlunder, Mar 5, 2013 Thanks and I'm sure you will have a good time playing this game! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 52 1 ← 2 3 4 5 6 → 52 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Yeah, everything looks fantastic, apart from the slot machine thing, which has really put me off to the point where I might not pick this one up.. Odd decision, hope it works out.
Interested, but like the rest the slot system seems out of place but not a deal breaker. The game looks great and at the end of the day random number rolls have always been the name of the game for rogue like games so I guess I can deal with a slot machine system!
Dungeon Plunder looks interesting, but I can't make heads or tails of it from the two Youtube videos. Going to hold off until hopefully Sanuku Youtubes this...
Dungeon Plunder is polished and fun. It is well designed and can be difficult. There's hypothetically an end objective but I haven't reached it yet. Diversity between character classes is great and lends itself to replay; along with randomized world map and dungeons. The inheritance system is novel and there's some intelligent devices to prevent exploits. Graphics are such this might be the most vibrantly colored retina roguelike out there now. Regarding slot machine combat mechanic, it actually works very well. The short version is that slot combat in Dungeon Plunder is compelling and fun. Long version: Like many of you I was initially repelled by the thought of slot based combat. However, it is very well implementing lending a sense of strategy and tactics to the roguelike genre. Traditionally you would bump into an enemy and see what the outcome was, or maybe push/swipe an attack button and the damage would just appear (which is anticlimatic and passive if you think about it). Here, you bump into an enemy and the game pulls out the slot system. Tap a button to spin, hold matching items (at least a pair but up to 5 of the same item, multiple pairs allowed), then respin to randomly replace undesired tiles for final outcome. This is handled in a turn based fashion that feels a bit like jrpg combat to me. There are a good assortment of slot tiles making combat feel strategic because matches come up frequently but with only 5 slots and x possibilities you sometimes want to gamble for a more desirable outcome (i.e. focus on attack tiles and pass on defense or visa versa). Some tiles are general for all classes (hearts for health, shields for armor, coins for gold) and others are specific to your class (see below). Depending on your class some tiles will be worthless because they are associated with other characters (i.e. rogues can not attack with matching axes) so you need to avoid filler. There is also a bonus with the more tiles you match and additional gold for matching 5x of some. Some tiles have double symbols lending to diversity (a shield with a heart on it matchs both single shields and single hearts). The controls are responsive and allow for quick scanning and tapping. After each set of spins (initial, select desirable tiles, respin to finalize) the enemy attack outcome appears. Class specifics: For rogue poison (show in video below) bottles stun or damage enemies if poison rank is high enough and daggers attack. For warrior single or double axe both attack but match separately. For mage (pictured in screenshot) wand matches attack and blue potions build mana for skills. Each character class has different special abilities for influencing the slots (i.e. rogue "blade fury" replaces all unusable symbols with a dagger, poison, or shield usable to rogue). Here's a link to a gameplay video from an earlier build:http://www.dailymotion.com/video/xxf5to_roguefight_videogames#.UTX-UDf4KSp. Some of the UI is slightly different but mechanics are faithful to final release.
Like everyone else, my concern is the slot machine combat system. For a roguelike, im not sure if i can deal with that. Im sure i MAY grow to like it, but right now, i just dont like it at all.
Dungeon Plunder's slot combat system is a lot more interactive with strategic/puzzle elements beyond what has been present on iOS previously. I dislike slot based games in general but found Dungeon Plunder to be a pleasant surprise. If you've played games like Tower of Fortune, King Cashing, or RPG Slots I can see how you might not prefer slot machine combat because those are largely dexterity based if not outright random. Dungeon Plunder is favorably different and gives a better impression of clear player choice/options in combat. There is in-app purchase as a one time charge to unlock all 6 cosmetic only alternative skins ($1.99 total) or the option to tip the developer (amount varies, no gameplay impact).
Oh, I am not too concerned about the mechanics, just how it all fits in together. Watching Sanuku's first 15min video usually gives me a good gauge of whether I would enjoy the game or not, for those games that I am uncertain about...
I think it's just the very notion of having a slot machine in a rogue-like. It just doesn't fit. They might as well have called it Dungeon Vegas I hear what you're saying about others being passive, and this being tactical but really, it doesn't matter. Surely they could've come up with a better mechanic than a slot machine for combat? I guess I shouldn't knock it before I've tried it, but it just seems like a very odd choice and it seems to be already putting a lot of people off.
I areally liked King Cashing (Tower not as much) so slots don't scare me. Come on 11pm! Big money! Nooooo Whammies!
So can you actually predict and control where the slot stops like KC and ToF, or is it just totally random like RPG Slots?
Hey there! Ok it's my first game ever and here I am, while checking out TA for news, learn that my game is out a day early! Gotta like this New Zealand thing Combat is definitely not 100% random: You're basically presented with 5 symbols representing different actions: You decide which to keep, or which to let go for a respin phase where you get replacement symbols. You can also burn cooldowns if you feel they are appropriate currently. For example a rogue can use Backstab once every 13-20 rounds for 50-65% extra damage (depending if the player specialized in it) if the player feels he has enough daggers and the poison level is high enough. Basic premise is that I wanted to do away with tap tap until the mob dies and bring some combat decision aspect. Don't be scared either by the slots aspect: The spin is brief and not emphasized so much. Any other questions? Fire away.
I saw this yesterday on pocket tactics. I understand the trepidation around a slot based combat, but I honestly can not wait to try this tonight. I like the concept of Rogue-like, but I prefer when there is some level of continuation (I don't mind the perma-death, I just like it when you unlock thinks, or grow in someway) and my biggest complaint is with the super boring combat. I understand it is a staple of the genre in the past, but rules are meant to be broken after all. I am totally looking forward to the more involved but still fast combat along with the inheritance concept. I hope it works well and it is another great genre mash up like puzzle quest, 10,000,000, etc... Congratz on the release!