6/27/2023 0 Comments Guild of dungeoneering adobe airI think this game has the potential to go up to 7, 8 or 9 points - but in its release version, i sadly can't give more than 5 points, although i certainly hope it will see lots of improvement with the upcoming add-ons. So every dungeon gets to be repetitive - slaying weaker monsters until you have your items, then go and kill the boss. And if you realize what is really strong, you won't really use other items any more. After about 10 hours of playing you sadly know every item in the game. But to make this one a really good game there needs to be tons of additional content, like a slight character advancement and generally bigger pools of items. The basics are there: For example that some dungeons are a lot easier with certain heroes and item-build-pathes. The game feels a little bit content-starved. Of course i expect add-ons - especially because the game hardly took 20 hours to complete - but that doesn't really make up for it. But since you can't re-do done dungeons i would need to grind all the early parts of the game again to test the classes i couldn't test last time. The worst thing: At the time i finished the game there were still three class building unbuilt - means i couldn't play three classes. It really bothers me for example that i can not re-do already done dungeons. But the game lacks just a little bit in regards to long-term motivation and replayability. The game has a certain charm you can hardly deny - and the general battle mechanics are well-thought. ![]() The game has a certain charm you can hardly deny - and the general battle TL DR: Some nice ideas, but not the best implementation. And that's thanks to its humorous atmosphere, charming aesthetic, and the steady rate of interesting unlocks - from new rooms for your guild to new perks and buffs.TL DR: Some nice ideas, but not the best implementation. However, despite that element, Guild of Dungeoneering still compelled me to keep braving its halls and regions. If you want a nuanced look at the key game mechanics, just check out my PC review of Guild of Dungeoneering Ultimate Edition. It can feel less like a game of strategic card placement and more like a silent hoping for your hero to choose a good path. Now, since this is a game I’ve covered more than once, I will gloss over the important bits in the name of brevity. The hero guides himself throughout your dungeon, and despite the lure of loot in the next room or a lower level enemy, he might frustratingly ignore the treasure or go fight a tougher enemy instead. Luck of the drawīut those battles are just the short bouts in between the dungeon crafting and traversal, and in those aspects, Guild of Dungeoneering falters. Battles tend to revolve around balancing your health with your attacks and defense, sacrificing health for a more powerful blow or building up a devastating magic strike over several turns. The combat itself is quite strategic, due to the varied classes and how different equipment add unique abilities to your deck. Survive, and your earned loot can unlock new classes like the mime or mathematician, explore new areas, and upgrade your guild. Entering a room with an enemy initiates turn-based combat, drawing abilities and attacks from your deck to fight bats, goblins, imps, and all manner of otherworldly foes. ![]() At least three cards must be placed, be it an enemy, room, or loot. Guild of Dungeoneering's premise is that rather than controlling your hero directly, you instead build the dungeon around him through cards drawn each turn. However, a frustrating reliance of luck threatens to dull Guild of Dungeoneering's charm and clever concept. You're essentially the cruel, calculating dungeon master building the dungeon and quest around your hero. Guild of Dungeoneering has all the elements of your classic dungeon crawler.Įxcept in this game, you're not the hero. Claustrophobic corridors where ghoulish enemies lurk. A hero armed with weapons, magic, and gear.
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