
A miniature Arcade game where you fire coins at evil statues that hurt you if they fall off the bottom of the board. Complete Challenges, unlock classes, perks, and equipment for your next attempts. Earn Gems & Coins in runs to buy permanent upgrades and unlocks. Can you survive 'til the end?
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About
Push & Plunder is a Miniature Action-Packed Arcade Wave Survival game where every shot counts! Harness physics-based coin shots to decimate the mighty bauble horde in chaotic, chain-reaction combat. Upgrade your abilities, unlock permanent power-ups, and create powerful builds to overcome waves of increasingly challenging enemies. Can you survive and bring an end to the bauble uprising?
Runs that last 10-30 minutes (depending on how well you did!)
Over 90 Challenges to complete that reward you with...
Unlockable perks, equipment, and classes!
Create unique Builds every run!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
A coin pusher game with a quick-to-flow-state, skill-based, coin-shooter hook? I didn't know I wanted that. And now, I am steeping like tea in Push & Plunder's offerings. + Shooting is a skill, didn't catch it at first, but the intuit of wanting to be less piss on accuracy made me realize I want to have the bar fill up without spilling over. Success. ++ Added comedy is a perfect hit on a mob, in the far back row. Headshot + Ragdoll Recovery = LOL + The Upgrades are classic, and have weight within the system. + The Coin equips with effects like sleep, chain lightning, and such are a treat to slot into the coin barrel. The Coin Bag is a nice touch to help replenish them after a run. + Relics add nice connections to carry a combo or benefit into the coin fray without having to rely on a RNG level up build to get you there. + Perks are fun ways to spice up how you approach the board with your class, and can compliment your Relics + The game can be played with Controller, but for now I'm on mouse and keyboard + and although I am only rolling the Knight, I feel like each class is going to carry fun skills to add to the arsenal In summary, Push & Plunder is likely taking up my Roguelike time until further notice. Thanks, Skylor!
This was a pleasant surprise! As a fan of traditional coin pushers, this has an interesting spin on the formula. Whereas in normal coin pushers, the goal is to of course strategically place coins so that the coin piles shuffle into the trough to get as much as possible, you still do this, but it's got a rogue like spin to it. and the roguelike element of this game is EVERYTHING, and is incredibly addictive. So let's talk about that. In traditional coin pushers, you are limited only by how many coins you have. Goal of course being once your coins run out, the game ends, and you walk away with however many you collected in the play session. However, in this game, you don't run out of coins, they are not the limiting factor. Instead, the coins are a revolving loadout (of sorts) where you can fire them infinitely. The limiting factor is your character. Works exactly as you expect: If your characters health points reach zero, game over. But in coin pushers, they don't really have an "offensive" element to them, and in P&P this is remedied by the enemy baubles. They are the ones who will drop your HP, and can only do that in one of two ways: Reaching the drop zone successfully and dropping in (the standard way) or firing at you directly, which is specialized to certain later mobs and the bosses themselves. So the game flow is to keep the coins flowing in (which goes straight to your bank to be spent on resources after the game, more on that in a little bit), while keeping the enemies at bay. You use your coins that you launch to keep the enemy baubles back, to keep it going. What I was surprised the most about is how much control you have in how you "attack" enemies. This is handled primarily with the charging mechanic. Less charge (or just basic click) you sort of flick the coin up and it has a heavy arc, which you can effectively dribble the coin on enemies if you arc it right. Otherwise, the more charge you use, the more linear the shot is (less to no arc, but it shoots like a bullet). But on TOP of that, you can gather powerups on the board itself (denoted as floating targets) that can do all sorts of fun alterations to your coins. Everything ranging from double shot, larger coins, elementals, etc. Speaking of fun alterations, the elements of a good roguelike that has a system of meta-progress is present here. By that I mean, whatever you earn in a run, can be re-invested for permanent stat upgrades, and these are your standards: Health, armor, shot speed, size, damage, etc. If you make a mistake, or want to re-evaluate where you paid your currency into, then that's fine, each stat has a refund button to use at your leisure. You aren't hard locked in to a path, but it's there to encourage you to always build up before your next run to make it easier for yourself. and let's say you don't want to invest in that specifically (although, again, you really should), there is a sort of lootbag system where you pay 1k gold to open a random bag that consists of elemental coins you can use to bolster your next run. The typical elements are present, behaving as expected: Fire/Acid(poison) = DoT, Ice/Sleep = movement pause/debuff, Vampirism = life steal, lightning =chain damage. These you can accumulate before each run, and outfit your character with so that in your coin revolution, you get the special coins to use as you see fit. But if you do it this way, just know that whatever you use does get expended at the end of the run. So they last the whole run, until it ends, and you either have to get them through another loot box or associated challenge. Challenges are your achievements, pretty straight forward. Works almost exactly like Risk of Rain does where you get perma unlocks or some form of reward for getting them. Can be everything from relics or other equippables that you can outfit your character with, highly coveted gems that are the secondary currency you use to unlock perma meta upgrades, a coin amount, etc. Basically, each run is rewarding, because you always come away with something. There is very rarely a "bad" run because even a bad run can be profitable whether that be accumulating your coin count, working towards progress for the more loftier challenges, or grabbing the random gem here or there. I did want to address something super quick regarding difficulty. I think if you play this game with a sort of traditional coin pusher mentality, it's going to probably trip you up. I want to encourage you that while the game defaults to three skull difficulty, you really should start at one skull difficulty to get your bearings. There is no draw back in doing this, and the later difficulties are really for when you build your character up so the game scales with you as you get stronger and stronger. So again, start with 1 or 2 skull difficulty, not 3, so you can build up your resources after a few attempts (if you are finding the gameplay loop a bit too difficult starting out). There are some elements I can't really comment on, partly because I haven't experienced them yet. For example, you get more than just the knight character! I believe there are two others, so that's an additional element to work towards and have fun experimenting with. But even with just the knight, he had an incredible amount of versatility with his special ability being a spiky mass ball that bulldozes everything it rolls over, and the passive shield ability that keeps enemy baubles from entering the drop zone. So I am excited to see what the other characters provided. I need to start wrapping this review up soon, but I hope I painted a good enough picture of what this game is. Long story short: It's a coin pusher rogue like with a very addictive rewarding gameplay loop that really nails that progression of getting stronger and stronger from each run. If any of that sounds interesting to you, give it a shot, you won't be disappointed!
This game is a down grade from you must become a lich and is a let down. Push and plunder is the successor to you must become a lich, push and plunder has done everything wrong. First off game play is one stage that hardly changes and the only point is to shoot coins at Bauble enemies. Second the game is riddled with bugs. Exploding barrels will sometimes grow to the size of the screen eventually just disappearing after covering the entire screen in red, the first time I got to the boss at the end the game bugged and my knight was stuck with a full red bar and could no longer shoot coins or move. The next two times I got to the boss as the mage they have been knocked off the map and become un-targetable leaving you at an empty screen as coins are slowly pushed. Enemies can be thrown off the screen and if they land towards you going off the table you just take damage. The most egregious part is that this game is supposed to be a coin pusher and there is hardly any elements of a coin pusher besides shooting coins. If you get the same bug I get where the boss is thrown off the table the problem with this game really shows and that it is missing actual coin pusher elements. The stage is static and changes colors and back grounds but there is no bonus where coins flood the table or the most iconic part of coin pushers where a giant stack of coins appears. It is so lacking in actual coin pusher elements that it is a stretch to call this a coin pusher in anyway besides that you shoot coins. With games like Raccoin on the horizon I can safely say pass on this game.
Roguelite coin pusher?! Yes please!! I've put a few hours in to this game so far, and am really enjoying it. There appears to be lots of depth and skill required to get good at it, unlike other roguelites that are much more dependant on luck. The charge system on the initial character is a great way to add depth and the combo system and the progressive sound effects tied to those systems are pure dopamine hits! There's also what appears to be a fairly well padded out progression system, and skill multiplier that should keep the game challenging. Over time. Likes - There's very little that tells you of the games mechanics or in-game hints. Work it out! - The concept is cool and looks good - Lots of Variety Dislikes - it doesn't run well, and performance appears to degrade over time, restarting it appears to resolve it. Needs more testing. - There doesn't appear to be a way to skip inventory rewards in game, which doesn't feel great if you're having to delete one for something worse Overall - if you like roguelites and quirky takes on traditional games you'll love this!
Just finished my first run and had to come say how great this game is. rogue-like coin pusher game where your shooting coins at little hopping baubles. it is so fun. filling up the specials and making the little tnt barrels explode is so satisfying. going for like 2 minutes of just filling up the board with coins without any of them falling in was stressful until all of them at once fell and i leveled up like 6 times in one go. that was euphoric. absolutely give this game a shot, its so fun and addicting.
This game takes a classic coin pusher and adds in the fun twist of needing to deal with enemies. Filled with items, heroes, upgrades, enemies, and several difficulty levels, no two games will bring you the same experience. This is the perfect "kill some time" game and is a game you can easily enjoy for a long time to come.
Overall, I'm pleasantly surprised by the experience. The best way I can describe finding a game like this is akin to being at a house party in late September. Inside, everyone is loud and drunk, blasting the same mainstream rap over blown out speakers, taking shots of fireball and chugging wine coolers. There's the typical folding table beer pong tournament in one corner; the shy kid in another, checking emails on his phone. It's all too familiar. You decide to take a step out on the patio to catch some air and are met with a nice cool breeze while you take drags of your Newport box 100's.
for a game called 'push and plunder' it features none of either.. so false advertisement or bad name? " the 'physics' are good but when game at its core a SLOW vertical shooter why bother make it look like a coin pusher ?? the gimmic is the random board causing missed shots .. the entire concept is frustration/ anti-fun manifested. "
Game is Good. It is a pretty quick game, being able to set the difficulty to whatever you want is very nice. I suggest turning off Depth of Field.
Push & Plunder was a pleasent surprise for me. I am not familiar with this genre or how this game fits into it, so I can't comment on it's relation to other games, but what's here is very good. I played on Linux via Proton with minimal issues. Physics based gameplay that is polished and fluid. A game loop that rewards skill but isn't static or predictable. There are also a LOT of mechanics, probably some I still don't know yet. Almost everything you hit with a coin has an effect, a powerup, an event, etc. There are also a lot of unlocks and progression sub-systems outside of the match. You are able to equip elemental coins for effects, passively increase stats, unlock classes, achievement and challenge grids with rewards. There's a lot here. For people that like meta-progression you are well covered. I have run into a few bugs (barrels growing to an infinite size and making the lighting go haywire), but I also don't know if that's a proton interaction or something that happens in the windows version as well. I also had a bug where a bunch of coins flipped into the air causing a slight freeze, but it was resolved quickly and didn't occur again.
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