![]() Figuring out the proper way to coax my hero through the dungeon by connecting the rooms on the board was a neat puzzle system in itself. Each quest starts your chosen hero out on a single tile, with some parts of the level already mapped out in small patches. What grabbed me instead was my role in building the actual dungeons as I played them. This setup establishes a playful tone early on, though all the tongue-in-cheek bard’s tunes were a bit overly cutesy for my tastes. Your goal of rounding up a ragtag team of disposable adventurers and sending them out in search of loot adds some light-hearted justification for the harsh amounts of permadeath in store, making the fact that your guild’s cemetery will largely outweigh the trophy room darkly comic. I’ve been foiled by the game, but not defeated, I’m looking forward to trying to complete another dungeon soon.A humorous take on turn-based dungeon crawling puts you not in the role of a single, glory-seeking hero, but a rejected thrillseeker-turned-guild master looking to steal some glory from those who doubted you. Overall? The fog of “huh… what’s this?” has gone. The heroes had a bit of personality – shown through speech bubbles – but mainly it was about you managing the task like some amateur god trying to influence fate in a way that you hope will help you. My favourite part of the game was how successfully it managed to create a feeling of a quirky guild with entirely disposable heroes. I fought that way because my brawlers and heroes tended to have spikey armour which meant I’d damage my foe if I could block all their attacks. I hated losing my hand size much preferring to have a number of cards to pick from. You play cards to do physical or magic damage and the same cards to block those. After a few goes I realised I needed to distract my brawler with a few lower level fights first and use shiny coins to bait him into new parts of the dungeon I’d created. My level 1, fresh faced, hero would too quickly arrive at the orc boss and get slaughtered. You do this to try and distract/guide him (or her) through in the right order. I was reminded a little of Munchkin.Īs the player you do build the dungeon and you do place additional monsters in the way of your hero. It’s a point and click adventure over sketched tiles – I rather liked the art style cute. With gold you loot from the dungeons you can build out your guild buildings, adding training areas, and with these you can get access to better heroes. Heroes turn up at your guild – and in my weekend play test, despite killing dozens of them – there was already a new hero ready to pick up the quest. ![]() You are the Guild and in no way are you dungeon master trying to stop the heroes from succeeding. ![]() I found it frustrating at first but quickly got used to it. Get used to that, as throughout the game you’ll be gently mocked, encouraged or otherwise distracted by a bard with an English accent. ![]() Gambrinous’ game, now out on Steam and GoG.com begins with a song. It’s a far more casual, indie, quirky and – at times – frustrating game than that. The Guild of Dungeoneering is nothing like Dungeon Keeper. I had heard you build the dungeon and add monsters while the hero automatically wanders around.Ī bit like Dungeon Keeper then, right? So I thought. I was curious about the Guild of Dungeoneering but had only heard a little about it.
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