Guild of dungeoneering ost how to#Half the fun of dungeoneering is figuring out how to convince your guildie to go to your objective, rather than wander towards that shiny treasure chest in the other direction. They’re attracted to monsters of the same level and treasure, but they’ll usually run away from higher level monsters. You’ll place up to three tiles at the beginning of the turn, though you don’t have to place any if you don’t want to, and then your guildie will decide where they’re going to meander. Each turn, you’ll draw a handful of cards consisting of dungeon tiles, which make up the layout of the map, treasure cards, which help lure your guildie into the rooms you want them to visit, and monster cards, which give your guildie a way to earn experience and gain equipment. Unfortunately, you don’t have the luxury of telling your guildie exactly how to act, instead being relegated to constructing the dungeon around them in hopes of coaxing them into doing what you want. In order to further your guild’s cause, you’ll need to prove yourselves as an adventuring group, which means sending your hapless recruits into the most dangerous dungeons in the area. Which brings us to the other layer of gameplay dungeon runs. Aside from unlocking at least one class from the next tier, you’ll almost certainly want to focus on the gear unlocks, since they’re going to be what decides whether you win or die in the next dungeon run. There are three tiers of room you can build – rooms cost 50, 500, or 2000 gold, depending on their tier – which, as above, unlock classes, trinkets, or gear to loot within a dungeon. Building a guild hall isn’t free, of course, so you’ll need to send your crew into the dungeons to slay baddies, complete quests, and gather loot. As you expand your guild hall with new rooms, you’ll gain access to new, less terrible classes, unlock new equipment to find on your adventures, and valuable talismans that offer powerful enhancements to your adventurers. You’re a startup guild, however, so you’ll start with a minimal guild hall and a single mediocre-at-best adventurer. In GoD, you take on the role of Guild Master vying to bring glory to your own guild, while taking the pesky do-gooders of your rival guild down a notch. Where you’ve likely enjoyed exploring in games as the hero like in Diablo, and you may have enjoyed building dungeons for others to die in, as you’d see in titles along the lines of Dungeon Keeper, GoD puts you in the precarious position of having to build the dungeon around an autonomous hero, with the goal of keeping them alive. You might think you’ve seen everything there is to see when it comes to exploring dungeons, fighting baddies, and collecting loot, but if you’ve never played Irish indie studio Gambrinous’ Guild of Dungeoneering, you’ve probably still got something to learn. I 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.Developed by Gambrinous. 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. TL DR: Some nice ideas, but not the best implementation.
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