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Get ready for some Ice Cream Headaches! The second Adventure Pack is now available! <br><br>Become the ultimate Dungeon Master as you bribe, entice and coax your heroes through their adventures on a quest to restore your guild to its ultimate glory! Guild of Dungeoneering is a unique turn-based RPG with a twist: instead of controlling the hero, you build the dungeon around him. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs and card based battles, manage your Guild building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events. <br><br>Build up your Guild with new rooms to attract new classes of adventurer and collect powerful items and abilities. From lowly Chumps to renowned Cartomancers, you’ll need all the recruits you can get in this challenging rogue-like RPG where no two dungeons are ever the same. Lead your hero to battle with the dangerous dungeon overlord, where his skill will be put to the ultimate test - for the glory of your Guild!<br><br>Guild of Dungeoneering will reward you for purchasing now by giving you all future content updates for FREE! As each content update is made, we may be charging a little bit more for the game.<br><br>Our second expansion pack, Ice Cream Headaches, is now available! Quest through the snowy mountains, visit the ice cream monks and battle all new monsters like the Slushie Elemental and the Pygmy Mammoth. With 21 new quests, 30 new monsters and 3 new classes, it’s our biggest expansion yet!<br><br>Ice Cream Headaches also introduces Favour, an all new gameplay mechanic which can aid in your quest’s success… or failure. Earn Favour by defeating monsters in rooms with a Rune of Fate, and spend your Favour to earn powerful card-manipulation effects. Use your Favour to draw extra cards in battle, or even remove weaker cards from your deck for the rest of the quest.<br><br>All this plus our first expansion pack, Pirates Cove, is available now!<br><br>Does not require an online connection to play.<br><br>NOTE: Guild of Dungeoneering does NOT run on the iPad mini 1, iPad2, iPhone 4 or similar hardware. <br><br>Features:<br>• A turn-based RPG card game with a truck ton of personality, unique pen and paper visuals, catchy music and hilarious writing!<br>• Take control of your fledgling group of heroes and lead them to victory! (after admitting to a few defeats of course)<br>• Entice, coax and bribe your heroes to clear the dungeons you build by strategically placing rooms, monsters and loot from the cards you are dealt <br>• Get to know each of your hero’s personality and traits, upgrade your existing heroes, and add new heroes while you try out new strategies to keep from sending them to their doom!<br>• Manage your guild carefully and spend your hard earned ‘glory’ wisely to level up and unlock more rooms and equipment. Improving your guild means you'll have a better chance at beating the harder dungeons as you progress and take down the ultimate dungeon overlord.
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It’s easy to play right away, and it’s easy to die no matter what dungeoneer you use. So you have to get enough money to upgrade the decks and unlock characters that you will need, along with luck, to pass harder levels. You don’t actually train your characters (for very long) you really just learn which characters work better, and which upgrades work better. It’s a lot of fun if you don’t mind dying most of the time, and gaining in game knowledge rather than experience or level of your dungeoneers, which always die. One of my most promising characters died in the first encounter with a bat with 3 hp. What can you say, they just regenerate as beginners again, all hero’s are completely disposable. Otherwise pretty cool. I give it an extra star for not being dependent on in-app purchases. It’s an interesting game, and pretty fun if you’re not too easily annoyed by constantly dying by a passive RNG
5 stars for novelty, 3 stars for fun, 4 for mechanics, 2 for castle improvement costs/benefits. It has roguelike elements, but replaying a level is not unique, so best to beat everything on first run. Best strategies become clear quickly though, which is good for winning on first runs, but bad for entertainment. Improving your castle(?) is expensive and not very meaningful: with a good strategy, you’ll be better off with the right 50g upgrades than many 2000g upgrades. Worse, many 2000g upgrades will hurt a good strategy (true, a new strategy will open up, but it will not likely be better than a good strat for cheap upgrades). Maybe the upgrades would seem cheaper if one farmed, but there are only 3-ish mob-types per area (maybe 5 if you count different versions—weak, strong, stronger—of the same mob), and each area has several levels. This monotony make farming out of the question for me--that and the incentive to upgrade is minor. I love roguelikes and dungeon crawlers, but I can only play this one for 5-15 minutes or so per day (1-2 dungeons) before I feel like Sisyphus (and, again, I'm only rarely actually replaying levels, they just all feel the same). It's an expensive game for this level of entertainment.
I think this falls into not a bad game, but not really great either. I’d say the presentation is 4 stars, gameplay 3. The biggest problem is the lack of variety. Classes are all very similar. Monsters are all very similar. Quests are practically the same in each dungeon. There are dozens of dungeons with different names but they might as well be the same one over and over again. Also RNG is quite strong in the game, particularly in the early levels when you don’t have that many good characters to choose from. You either draw the right cards or you don’t. Not much strategy or deck building to it. Once you get better characters the RNG isn’t as big a factor but the game gets boring fast at that point. Once I got the Grail Knight I pretty much never lost a fight after that. I could force myself to play a lesser character to make it more of a challenge, but the challenge is again all in whether you draw the right cards. To sum up, fun for a little while as you learn the game, but no longevity.
Overall, fun game, good session-by-session deck building concept. Enemy types were varied enough to stay interesting, synergies were fun and simple to put together. My one complaint is that I never needed to use most classes. Some were just so much better than the others (lookin’ at you, artificer) that it felt like handicapping myself if I chose anyone else, and too easy is I chose that one. I had something in the neighborhood of 30 dungeons complete on a single character by the time I got to the end of the game, and I thought it was a little ridiculous that I was able to do so on a single character.
I like the approach to the graphics, and the card based play. Even the music is amusing when your character dies. Its a good game. Maybe it's just me, but the cards are a little confusing to figure out in terms of which ones compliment each other. It would be good if there was a tutorial that said what the differences between the traits were, and more information on the character strengths/weaknesses are. For instance, I got a monk, but I'm not sure how to use him and what cards to use with him because I'm not sure what his strengths are. Also, I expected to die a lot, but sometimes it happens after a lot of time has already been spent. You carefully plan and get good cards, and move slowly, then you get killed by a sudden strong enemy that's a lower level than you. Also, it would be nice if you could keep the traits you spend a long time obtaining for a character. When your character dies - and it's setup for that, you have to start completely over without the traits you spent an hour to get. Last, if the characters lose everything when they die, then it would be nice if they could replay dungeons. Once you finish a level you can't access it again, which means you're moving on to harder levels with your weak brand new character each time he dies. Thanks for your time.👍🏻
Developed by Gambrinous.
Guild of Dungeoneering is ranking in Games & Role Playing & Card
Last update was at Feb 20, 2017and the current version is 1.5.
To see all other keys and revenue click here 1085272239
Guild of Dungeoneering have a 885a user reviews.
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