![]() It’s a gameplay approach that feels totally unique, where players only influence their guild member rather than controlling them outright, and where each stage starts as a blank slate but can be manipulated differently depending on the hand you’re dealt. This creates a level of strategy where players guide their character through corridors of their own creation in an effort to avoid - or encourage, if you’re feeling lucky - the dangerous route. In order to progress, players must play cards (pulled from a virtual deck) that contain path pieces which steer your hero in the right direction. Where the game differentiates itself, though, is in how you play the game rather than controling your character through each dungeon, you literally build the dungeon around them.Įach level begins with your chosen guild member starting at the dungeon’s entrance, with everything but enemies, treasures and quest items shown as blank spaces in a grid. ![]() After getting some hands-on time with the game at E3, I walked away impressed by how it takes a fresh idea and makes it so appealing.Īs a typical turn-based dungeon crawler, Guild of Dungeoneering has a lot of familiar concepts: card-based battles against monsters, light RPG elements, and loot to acquire. Employing a unique concept, easy pick-up-and-play controls, and an awesome visual style, Guild of Dungeoneering is, most importantly, a joy to play. I appreciate these are bigger changes, especially having higher levels and more damage types would require lots of thought, design, testing and rebalancing.Guild of Dungeoneering is one of those games that is so simple in its presentation that it feels incredibly approachable. Maybe ones that give you a special card, or take a card away from you, or teleport you, etc. I'd love to see dungeons with 6-15 fights and characters (and monsters) up to level 6 routinely or 7 max.Ĥ) A few other special dungeon tiles. Right now, an average dungeon is 3-8 fights, with your character getting to level 4 max. Would introduce lots of additional complexity and flavour.Ģ) more options on levelling and guild improvementģ) Longer dungeons with higher levels. Maybe physical / elemental / magical damage. Things that might help:ġ) a third damage type. For me, the main thing that would encourage me to buy a DLC or new game would be a somewhat longer and more strategic dungeoneering experience. The challenge will be developing something that keeps you involved after the 10-20 or so hours you can reasonably spend on the game right now. This is a fantastic game, very happy with my purchase! Tight design with style. Battle animations + sound effects (v1.02 August 4th). ![]()
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