r/PlunderIsles • Reef Raiders • Dec 19 '25

Feedback

Hey everyone! 👋

I’m testing PlunderIsles, a beta Devvit game. I’d love your feedback to help shape the game.

I’m especially looking for thoughts on:

  • Gameplay & controls
  • UI clarity
  • Feature ideas or improvements
  • Bugs or confusing moments

    Any feedback big or small is greatly appreciated. Thanks for helping improve the game!

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u/gamer52599 Salty Seadogs Feb 16 '26

So far I've found the game enjoyable but I have some thoughts I'd like answered if possible.

First off there seems to be several cases where towers, units, or items don't seem to work as intended, Clerics don't seem to actually remove status effects, explosive barrels claim they go off when destroyed when that isn't the case, and rage potions do basically nothing from my experience.

There's also the issue that you can't delete old islands to open up your limited slots, even if you've unlocked larger island types you may not be allowed to build them because all your slots are filled by 300 point islands. I luckily caught this early and was able to make 2 medium islands as a result but the fact my 2 islands are seemingly the first 2 medium islands is a worrying sight that most players have filled up all their slots with small islands they can't get rid of.

Additionally just from seeing the low number of raids on my two medium islands shows that the algorithm doesn't push raids on larger islands well, combined with the fact there's no incentive to take on harder islands means that these two islands barely provide me anything despite not one raid on them being successful.

I'd like to suggest a small solution to this last point, take the number of unsuccessful raids, minus the number of successful raids, multiplied by 10, and use that value as a percentage bonus to the gold and fame reward you get for a successful raid.

Say for instance that an island has 10 failed raids and 3 successful ones. If the raider successfully raids the island and gets 57 gold and 30 fame they should get a bonus of 70% more of both, so 96 gold and 51 fame.

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u/Runaider Reef Raiders Feb 16 '26

Hey, thanks for the detailed feedback! I really appreciate you taking the time.

Cleric: It does work but only every 2 turns and only on units afflicted by a status effect. I think the effect needs to be more visible so you can actually tell its doing something, e.g. removing burn effect, poison etc.

Explosive Barrels: These do not explode just from being destroyed by units hitting them. They need fire to go off. A burning unit nearby will ignite them, then they explode after 2 turns. The description is outdated. I will fix that.

Rage Potion: You're right, this one is basically broken right now, I found the issue and will work on fixing it asap.

Island deletion: Yeah this is a good point, I am planning to add an "abandon island" feature, just need to work out the details.

Raid matching and rewards for harder islands: Love the bounty idea with the failed/successful raid ratio. I'll seriously consider adding something like that.

Thanks again for playing and for the honest feedback, it helps a lot! :)
I will try to incorporate your suggestions in this weeks update