The Guild of Dungeoneering is a fabulous game, which provides hour after hour of addictive gameplay for kids or a thirty-three year old man-child like myself.
I’ve never played anything quite like Guild of Dungeoneering, and while its lo-fi look took some time to win me over, it’s become my go-to game for quick, bite-sized gaming that still satisfies an overall sense of achievement.
Cute graphics and found the gameplay quite addictive, makes me want to keep going back to play more when my character dies. Good for board game fans. Cool soundtrack too, worth checking out
An adorable rogue-lite dungeon crawler with card-based combat. If you want a good-hearted, addictive little game to chill out with this is a good choice. My favorite unique mechanic is how you create the shape of the dungeon yourself with cards, it adds another layer of strategy.
Guild of Dungeoneering is challenging and cleverly designed. One of those games always installed on the hard disk that regularly tempts you to play another match.
We always use cards for beating our opponents, but it's changing now. You can use cards for build dungeons and other staffs. Build and fight (with cards), it's sounds different right?
If you’re looking for a bite-sized dungeon crawl, Guild of Dungeoneering delivers – but don’t expect a lofty foray into the realms of exploration, customization, or strategy.
These new heroes are a joy to discover, but the game doesn’t give you any incentive to explore them. Without a new game plus mode or even difficulty options, Guild of Dungeoneering feels very once-and-done. This is a terrible way for a rogue-like to feel. Just as the lack of documentation and tuning is a terrible thing to do to such a clever, addicting, and charmingly presented concept like this. If there’s one thing worse than not telling me how to play your game, it’s revealing to me I no longer need to play it once I’ve figured it out. Sadly, that’s the case with Guild of Dungeoneering.
Beautiful small independent game. It's original because you create the dungeon tile by tile, you put the monsters and loot on the tiles and your dugeoneer moves automatically lured by gold or monsters.
Before buying it, I recommend to you to see some video. If you like the video you´ll like the game.
It has a different approaching: your dungeoneers only level up during each dungeon. If the dungeoneer succeeds in the mission he return to level 0. If your minion dies, another minion of the same class replaces it. You obtain different classes buying rooms in your guild.
The strong points of this adventure are the interesting card-based combat, the different strategies you can do depending the characteristics of the boss and the class of your dungeoneer. The different bosses and their card decks.
At the final stages it's a bit repetitive and the lenght is short, but I have had a lot of fun in some combats.
(sung in the style of the game)
This is the Guild of Dungeoneering, my opinions you are hearing. This review's been quite revering. Is it worth playing? Yes.
Tiny and nice rouge-like repetitive dungeon crawler with some tile puzzling and card duel aspects.
Each dungeon run starts with a naked hero and takes about 5-15 minutes, where you trying to loot a good equipment by a chance through several battles from weak to strong monsters before the final boss in the run. Between runs you can improve start state of the naked hero or getting a more interesting loot (by spending collected golds).
Funny fairy songs and joking atmosphere, interesting card duel (for first several hours) with very limited deck-building aspect. The main disadvantage that between runs nothing significant is kept.
I complete this game in 34 hours and in the last ten hours it seemed to me a little boring in final stage - nothing new, very same card duels (Cartomancer looks a little bit dis-balanced hero).
This game has a lot going for it. Approachable art style, addictive dungeon puzzles, simple and well-balanced deck-building combat.
Sadly a fundamental flaw - at least for me - that makes it a waste of time: no character progression. Why make a connection with a dungeoneer when they reset to level one each round? Why focus on a build when all that loot disappears at the next run? I don't have time to waste resetting to zero time and time again. Beyond a lack of connection, it fundamentally removes any sense of progression.
This is not a combination of mechanics that gels well for me, but I feel wonderful for those that enjoy this game.
Guild of Dungeoneering is a mediocre dungeon-delving cardgame. It is similar to games like Shatter the Spire and the like in that as you go through a dungeon, you improve your character’s abilities by getting better cards in your deck as well as improving their base stats by levelling. The “twist”, as it might be called, is that your cards are based on the equipment you get, with each piece of equipment levelling up one kind of card, giving you better cards of that type.
Mechanically, you have limited control over your “dungeoneer”; when you go into the dungeon, you don’t actually directly control them. Instead, you get a hand of five cards, which can include dungeon passages (with 1-4 entrances), monsters, or treasure, which is worth points at the end of the dungeon. Each dungeon has some objective, and your goal is to complete it by levelling up your dungeoneer by having them fight monsters.
Your dungeoneer will tend to seek out monsters, especially monsters of their level, as well as gold, so you basically manipulate your dungeoneer into going the right way and fighting the enemies to level.
The actual fights are a card game – you draw 3 cards, and see what card your opponent drew. Each card can deal damage (either physical or magical), block damage (either physical, magical, or both), heal you, draw you cards, or apply some benefit or drawback (like setting your opponent on fire to deal ongoing damage, or making it so you can’t die temporarily). Each turn you draw a card and play a card from your hand – hopefully one that stacks up well against whatever your opponent played.
In addition to all of this, there are various static abilities – some tied to adventurers, some tied to particular pieces of equipment – which can boost you in various ways. One might cause you to deal bonus damage if you take 3+ damage on a turn; another might cause you to make it so that if you would take a single point of damage on your turn, you instead take zero, but yielding no protection against higher damage moves.
Unfortunately, the game’s primary flaw is pretty simple: it just isn’t all that fun. The card game is ultimately quite simple, and it is mostly dependent on what kind of adventurer you’re using. Higher ranked adventurers are better than lower ranked ones, and your levels reset every time you enter a dungeon, but in the end, the game ends up evolving very little; you are playing a very similar game throughout its length, which means that it gets old pretty fast. Worse, the game is fairly RNG dependent in some dungeons, ironically mostly because of the dungeon tile mechanic, which can cause you to not draw the right tiles fast enough and lose because you run out of time.
The attempted cutesiness of the bard narrator doesn’t manage to make the game any better, and some of the rhymes are outright painful (though maybe in a good way).
In the end, it’s just hard to recommend this game. The problem is really just that the core gameplay isn’t interesting or varied enough, making it so that you’ll be bored well before the end of the game.
SummaryGuild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you're tasked with building the dungeon around him. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot.