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Guild of dungeoneering poorly balanced
Guild of dungeoneering poorly balanced












guild of dungeoneering poorly balanced

guild of dungeoneering poorly balanced

It's clever, but it also makes the game rather grindy - up until the point that you realise the game's character balancing - somewhat ironically given the theme - is all over the place, and you can hack through most of the surprisingly lengthy adventure unlocking just three class types. You can spend your loot on new rooms for your base, some of which give you new character classes, and some of which grant new basic cards or even amulets that you can take into battle, feathering your classes in different directions. This gold is spent back at the guild, and this is perhaps the game's weak point.

Guild of dungeoneering poorly balanced Patch#

The soundtrack is clever and funny, and yet it was still a delight when a patch added volume controls. The only constant is the gold you collect along the way.

guild of dungeoneering poorly balanced

All XP is wiped when the dungeon is finished, and the next time around you get to do it all over again. Levelling is a quick business, and each fight will probably see you picking up a new trinket to fill one of four item slots, allowing you to pick between the range of new offensive cards offered by a sword, say, or the extra health point granted by a piece of body armour. Each dungeon is a one-shot affair, generally with a gimmick, such as a boss you will have to defeat after a turn counter has ticked down, or a tile you have to reach, and it's your job to tempt your dungeoneer in the right direction in both the way you build your dungeon and the treats you throw into its chambers.Ĭrucially, you're generally trying to get your dungeoneer ready for the big battle that lies ahead too, and that means levelling them up by throwing in a monster that they can already handle in a fight, and then throwing in one that's a bit more dangerous, and then a bit more dangerous, and then. Instead, you play as the dungeon, choosing from the cards you're regularly dealt to lay down rooms, and then populating them with monsters and filling them with loot. Outside of fights, you relinquish direct control of your dungeoneer. Throughout all of this, though, the focus on tempo remains central to proceedings: if you can't do any damage yourself, you should at least be encouraging your foe to waste their turn too.īeyond the battling, though, Guild of Dungeoneering is a much stranger beast. Pretty soon, you're juggling cards that allow you to regain health if your attack is successful, and you're stopping off at fountains that may allow you to see your enemy's hand or limit you to a certain number of cards. This is still just the most basic layer of the fun. Then there are blocks for both physical and magical attacks, lightning strikes, and unblockable moves. Alongside physical attacks, for example, you can land magic attacks. It's pleasantly busy, with each class having their own particular tricks to play in battle, and a range of complicating factors to think about. When your dungeoneer encounters a monster, it's card-battling time, your deck against their deck. In combat, sure, it's all pretty traditional stuff. I've been playing Guild of Dungeoneering on and off for a week, and I've only recently spotted it: this is an RPG where you play as the game balancing. But far weirder is the role that the player is truly lumbered with for much of the adventure. The classes in Guild of Dungeoneering are pretty weird: there's the Cat Burglar, for example, who talks about lobbing kitties at her foes, and there's the Shapeshifter, who longs to be able to transform into a bag of silver coins.














Guild of dungeoneering poorly balanced