
It's time to take the Plunge! Enter the adventure of Billie, the billionth prisoner who longs to find freedom on the other side. Dodge, dash, and defeat a wide variety of guards, creatures, and otherworldly beings bent on preventing Billie's passage in this exciting turn-based dungeon plunger!
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Languages: English, Portuguese - Brazil
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]3/7[/h1] A good idea let down by poor execution. The game isn't fully fleshed out, and I had to alt+F4 out of the game dozens of times as it would just break. Characters and perks could have used more variety.
Plunge is a super smooth puzzle roguelike that is easy to pick up but much harder to put down. I got Plunge in a Humble Bundle a couple years ago and never thought to redeem it for a good while, but when I finally chose to pick it up, I instantly fell in love with it! [h2] Premise [/h2] The gameplay is simple: you move in straight lines around various levels with different gimmicks and gameplay elements, defeating or escaping lots of enemies, trying to "Plunge" deeper and deeper until you reach a region's final boss, which was always very fun. [h2] Gameplay [/h2] There are 3 regions in total, and it took me around 2 hours to finish my first run. The remaining playtime, I spent on getting achievements which included finishing a run with every character. There are 6 base playable characters (+2 unlockable ones) each with unique abilities that can make your game always feel fresh. I especially loved all the different power ups/perks/potions you can collect throughout a run and how different each run feels depending on what you find. It's always such a rush when a level looks difficult at first, but you manage to use your resources perfectly and make it out. [h2] Art and Soundtrack [/h2] The artwork was super delightful to look at in my opinion, feeling unique while fitting the game's theme. The animations were fluid, smooth, fast, allowing you to try to rush levels if you know your way around them. The OST was surprisingly very good too! Unfortunately the game didn't do too well in sales, but I would have loved a sequel or a DLC just to get more of that soundtrack, which I've found myself listening to quite often. [h2] Criticisms [/h2] I only have a few nitpicks with the game: [list] [*] Firstly, while potions can be very fun and change up your game (especially with the potion based character, Mortar), potions you find are almost always a mystery, so you never know when you should use them or when you can maximize on them. Since there's a good chance you could get a negative or an unfavorable effect, I found myself only using potions at the end of levels (hoping it's a health potion, or to get rid of the negative effect before proceeding), or when I'm caught in a corner with no way out (hoping for a potion to get me out). I really think the negative potions are kinda unnecessary, especially since the positive ones sometimes already have negative effects. Also, I strongly think you should be able to tell what potions are before using them to help you strategize and plan for a level better. [*] Second, the playable character of Warden. I don't believe this game was designed for a single point damage character, and the only reason I was able to get her achievement is because I lucked out into a +damage perk early on. Her ability is creative and unique, but seeing as you don't always have much room to move before having to attack, it rarely ever actually helped. I think if the developer wanted to make a "hard mode" character, then the HP should have been targeted, not the damage, since there's almost always a way to avoid damage on any given level, but only provided you can deal at least 2 damage. [*] Also, some runs will be heavily affected by RNG, which I suppose is the nature of roguelikes, but in Plunge, sometimes you get put in a seriously unfair situation that could end an otherwise perfect run. The level design is fixed, but the placement of enemies and objectives change, meaning simple levels can become almost impossible if certain enemies are placed blocking objectives. Also, the perks are incredibly fun to play around with as mentioned before, but they are very polarizing in strength: some of them will singlehandedly win you a run even if you make misplays, and others will be almost completely irrelevant (may even hurt you). [*] Finally, even though I really like that there is no tutorial and that you have to find out the mechanics of the game by trial and error, some mechanics are simply too obtuse and even after 20 hrs of gameplay, some of them I don't understand (how to kill the mirroring enemy without taking damage, why do enemies other than the hooded protector switch places when you attack them, how does the hooded protector switch targets). [/list] [h2] Verdict [/h2] I really enjoyed my time with Plunge, as evident by my playtime. After my first playthrough of around 2 hours, I took to finishing all achievements which mainly consist of beating the game with every character, and each run felt fun and fresh. I would recommend Plunge to anyone who's into puzzle and roguelike games.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bardzo generyczna rozgrywka, która okropnie szybko się nudzi. Niestety nie ma tutaj nic ciekawego, tym bardziej, że gra płatna, a Helltaker za darmo
Plunge n'a d’intérêt que pour la première run. Dès que vous mourrez, vous recommencez au début du monde en cours MAIS sans les capacités acquises donc le jeu devient quasiment impossible car beaucoup plus dur sans les capacités.
Mi piacciono i buchi... Qua le mie votazioni sotto alcuni aspetti del gioco: Gameplay: 7/10 Stile artistico: 6/10 Musiche: 6/10 Bug: 6/10 Ambientazione/i: 5/10 -Voto soggettivo: 6/10 -Voto complessivo: 6/10
This game is very good! Fantastic art style, super interesting puzzly movement, clear enemy action indicators. I always felt like when I died, it was because of my mistakes, not because of RNG. The bosses are fantastic, especially the final one. I actually prefer my roguelikes on the shorter side, so this was great for me. I highly recommend it to puzzle fans. Mortar is best character. Double potions forever! Now, a small but detailed gripe. This is very secondary to the rest of my review, so if you are just considering buying this game, don't worry about this detail. I think the last unlockable character has some major problems. -You start each floor only able to deal 1 damage (unless upgraded), which can be very messy on certain (Voidblocks) rooms. It feels like certain rooms are impossible to escape without taking some damage because of high quantity of enemies and the possibility of getting surrounded if you can't eliminate the enemies quickly enough. -You gain damage by moving quickly before attacking. You can maintain this damage threshold by continuing to move fast, including attacking enemies. This feels a bit strange because simply moving and then attacking over and over again, no matter how fast you do it, will not build up this counter. You need to specifically move without attacks to build up this speed. -Sometimes, enemies will "skip" a turn. This can put you in a really bad spot or even guarantee that you get hit. You could move away from an enemy attack, then move back, and get hit by the attack that was prepared the turn before. This seems to happen far more often when moving quickly - I think I might be triggering my next movement input before the enemies trigger to move. You could slow down to check if a turn has been skipped, but that doesn't work well with the need to act quickly as this character. This makes building up that damage counter wayy more challenging, since if you go too fast, you might cause a skip, or miss that one has happened. -If you take damage, the counter goes back down to 1 damage. For me, this combination of traits made this character no fun. The combination of random damage from skipped turns and crowded rooms did not match the high level of precision and focus needed to make this character work. I suppose that I could play until I get aggro or some other damage buff and just play this character like a vanilla 2 damage character, but I don't necessarily want to reroll until I get that option. So I won't be finishing 100%, but I really enjoyed the rest of it. Everything else is really good. Thanks for your time!
This game has a bit of a learning curve but once you figure out the mechanics and how everything works it becomes quite fun. It's a different. challenging and interesting rouge-like.
Just a great game to kick back and relax!
Fun. Quite hardcore, Great idea,
I was first attracted to Plunge by its grungy aesthetic, the mostly monochrome palette and its intentionally mangy bodies making a strong impression amidst plenty of more polished but less expressive styles. The goofy slide of your character with each movement, followed by a satisfying thud to each strike, makes Plunge visually punchy and memorable. The only issue comes in the isometric perspective; depending on the size of the floor and the position of the camera, certain foes or other obstacles can be obscured by terrain or placed inconveniently off-screen, with no option to rotate your view, or even zoom in and out or drag about the scene. Plunge is a turn-based dungeon crawler. You can move in one of four directions, and upon doing so you will careen until you collide with an obstruction. These moves are your means of traversal, evading enemy strikes, and enacting your own attacks. Every move is brisk, ensuring combat happens at an appreciable clip. All enemies take action following your own, and strategically placing yourself about the gridded map will determine whether you soon face triumph or demise. Each of the three worlds introduces new terrain gimmicks and enemy types which, when combined with the distinct advantages you’ll procure each run, create the potential for a highly dynamic combat experience. Plunge is at its best when you find yourself surrounded by a bevy of different enemy types, forcing you to consider each turn like part of a movement puzzle, trying to minimize oncoming damage while also anticipating how your new position will alter the situation. You’ll often be best off picking your battles, snagging the key and making swift exit, slipping past the remaining enemies. The power-ups are varied, but some simply outshine most others, while others are basically never worth taking. And the potions cause a range of effects, often helpful, sometimes detrimental, frequently humorous. Unfortunately the number of potential rooms is relatively small for a randomized game such as this; while Plunge boasts over 400 different possible room encounters, you’ll see 90 of them in a single run if you make it to the final confrontation. So you will be familiar with most of them in a relatively short time. This is not helped by the fact that Plunge is a bit on the easy side. The first world feels like a freebie, even when learning the ropes, making the plunge fairly slow to ramp up in difficulty. Later on, it’s challenging, no doubt, but never reaches that nigh-insurmountable treachery which makes the best roguelikes’ victories so memorable. Few rooms truly swarm you with foes numerous and treacherous enough to fully exercise the full potential of the combat systems, and I saw Plunge’s credits roll after only a few attempts. Perhaps this would have been helped had Plunge boasted any increasing difficulty options. The playable characters do add a bit of replay value, but for the most part your tenth run will sport the same difficulty as your first. At least the final unlockable character introduces a new challenge, one which makes use of your knowledge of the room pool and adds a real-time twist to the turn-based combat. They are, by default, slightly weaker than the other characters, but with the potential to do outstanding damage if you can keep the turns moving rapidly. The risk is, of course, the greater vulnerability that comes with less time to consider your options. The game does suffer a few troubling bugs. I found myself soft-locked when a certain potion effect caused me to endlessly slide into a wall, unable to advance. And every time the credits conclude, you’ll just have to force the game to quit as it never returns to the menu or hub. These and other, less pressing quirks detract from the polish of an otherwise smooth experience. Plunge boasts a wonderful combat system, but its modest scope doesn’t fully realize its potential. Though I’d love to see these systems expanded upon, as-is this is a quaint but thoroughly enjoyable little roguelike. Oh, and that sharp, ringing sound that accompanies your plunge into the next floor is just, so satisfying, every time. This one’s definitely worth delving into.
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