Now fully rebuilt and remastered, Guild of Dungeoneering Ultimate Edition is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around them. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your...
Now fully rebuilt and remastered, Guild of Dungeoneering Ultimate Edition is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around them. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making their own decisions on where to go and what to fight. But will they be strong enough to take on the deepest dungeons? In between dungeon runs you manage your Guild, building new rooms to attract new classes of adventurer and expand your decks of cards with more powerful items.
Bigger and better than ever, all content from Pirates Cove and Ice Cream Headaches is now included in the game for FREE! Not to mention new classes, new monsters, new quests and new chests full of loot.
Customise your dungeoneers like never before with dozens of new hairstyles and accessories, as well as new victory traits to help them survive that little bit longer among the dangers you throw at them.
Improved game mechanics and complete re-balance will make your time spent in the guilds and dungeons as fun and enjoyable as it's ever been. Sending Chumps to their doom has never been such a blast!
New writing, animations, music and sound effects bring the dungeons and guild to life more than ever. But beware, the bard is back with his unique brand of snark.
NOTE:
The classic version of Guild of Dungeoneering can still be accessed via beta channel called 'classic'. To learn how to access a beta channel via GOG GALAXY 2.0, please see this article.
Recommended system requirements:
NOTE:
The classic version of Guild of Dungeoneering can still be accessed via beta channel called 'classic'. To learn how to access a beta channel via GOG GALAXY 2.0, please see this article.
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Love everything about this game... art style, music, design... brings me back to days of playing D&D, but unfortunately after about four characters and a hour into the story it is DAMN boring. Would make a great tablet game, but on a PC it just has NO long-term fun factor, maybe if you played for 5-10 minutes every few days it would be worth it.
The game is fun (and funny) at first but quickly becomes very repetitive and has no real depth in gameplay. Story layer is also underwhelming despite some promising bits at the start.
I recommend getting it cheaply otherwise you might regret spending money.
Interesting idea, but it quickly becomes a boring and irritating grind-fest.
In fact seems like a discarded mobile game with pay-to-win intentions, that never got to the stage of implementing stuff worthy of buying for real cash.
Each dungeon your character starts from level 1, and 0 eq, which gives you feeling of starting each "mission" over and over and over and over again, even if you change the dungeon.
The characters ''battle scars'' that the experienced dungeoners get seem to be at least questionable, or downright crippling.
Guild of Dungeoneering is more or less the reverse concept of Dungeon Keeper: in Dungeon Keeper you want to kill the heroes who enter your dungeon while in Guild of Dungeoneering you map the dungeon to keep your hero alive. And in some ways it's funny and in some it's not.
Your hero/heroes (cause your pawns die way too easily for my taste) need to fight A LOT! After each successful fight they get some kind of equipment (daggers, clubs,... spoons!). That equipment is used in combat in form of randomly appearing cards, cause the battle is more or less a card game where every card has a certain function (for example: dealing 2 dmg at once, block dmg, bypass a block once, HP drain, etc.).
The main problem is that the game gets permanently tougher the more progress you're making while your hero/pawn/whatever always more or less stays the same (except for "bonus classes" which take quite some time to unlock). And cause you always start weak in a dungeon (technically naked) you need to kill enemies simply to get some base equipment (= a base fundus of playable battle cards) to survive and end the actual dungeon. And so it goes over and over and over.
Some ppl may like that, but I really don't like it at all. The game says on one note that the enemies should be equal, but not from my experience. I never came to the point where my pawn could discard the entire enemy's card hand and afterwards gets 3 times in a row a triple attack (= a "3 dmg"-card) and that while it's a standard enemy! The pawns are simply getting forced to death and that's not really funny imho. And afterwards you start with the same annoying pawn over and over again... and that while some medieval music plays from lastly "sentenced to death" guild member.
Basically, this is a rather fun card-based battler with a good mix of skills, classes, and items bolted to a whole bunch of "dungeon building" and guild upgrading mechanics that don't really pan out.
To complete your missions, you have to assemble pathways to goals and place monsters and loot; but, on the whole, it just doesn't really add much to the game -- in it's current state, the whole thing is underdeveloped and comes off as maybe only slightly better than having nicely pre-built maps. Likewise, the guild unlocks are pretty pedestrian, and because your characters always reset at the end of each mission, there isn't a whole lot of progression based gameplay to be found here.
Still, the art, writing and music is very nice, and the card battles are pretty addictive. The game certainly entertains for a few hours -- which, at the moment, is all you're really going to get, as there isn't anything to do but start over when you beat the last mission.
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