Hello warriors of The RAWRMY! Today I wanted to talk about an indie game that was released about a year ago. It’s called “Guild of Dungeoneering” you can find it on steam for $14.99 and I’m here to give you my opinion of it.
Well first off this is an RPG, tabletop simulator, with card game mechanics and a quirky comedy theme. Those of you who have played the tabletop game “Munchkin” will know exactly what this looks like.
Now the idea of the game is that you are a guild master. You hire adventurers and send them one at a time into various dungeons to complete small tasks. It has a permadeath system in place so if your character dies in a dungeon, he’s out for good. You have to wait for another adventurer to take his place. Which might seem very off putting at first but it’s implemented in a way that reduces the stress that you would assume goes with this sort of system.
Now the way your adventurer makes it through the dungeons is rather unique. Your adventurer begins on a single tile of the game board and he’s controlled by AI in his movements. Each turn you receive a random selection of cards, some of which are additional floor tiles. Others are monsters or treasure. On each turn you are allowed to place three individual tiles following a simple set of rules. Then once you’ve finished placing your tiles your AI controlled adventurer will move into which ever adjacent square he or she thinks is the most productive. The trick is to lead your adventurer in a path that will allow them to gain loot, kill monsters, and receive buffs in order to complete the mission for that specific dungeon. The missions range from collecting certain object, to defeating a boss within a time limit.
Now assuming things don’t go according to plan and your adventurer dies. (Which is bound to happen often) It really doesn’t deter you from choosing the next “chump” and sending them into the dungeon at your earliest whim. the real penalty here comes in the form of character classes. You have a number of classes to choose from and some are better than others for any given dungeon. Granted some are better than others period, but that’s typical balance issues you can expect to have in any RPG game. But the point is that if an adventurer of a unique class is killed, you then have to wait for another one to arrive. This forces you to choose another class for the next mission. However no matter how careful you are, sometimes a character death is just “in the cards” literally.
As you progress on you receive gold which you can spend in order to upgrade your build hall. These upgrades will allow you to begin missions with passive bonuses, unlock higher tier loot, and earn new classes of adventurers. Depending on your choice of upgrades you might find the games difficulty ranging from moderate to near impossible. It’s a strange sort of balance between luck, upgrades, and class choice when it comes to the late game missions. In the end you likely won’t have enough gold to unlock all the guild perks (more like 3/4 of them). But if chosen carefully you will have plenty enough to unlock those perks you’re most curious about.
All said and done Guild of Dungeoneering is a fun quirky RPG with a unique gameplay style. While it’s length leaves something to be desired it sure is fun while it lasts. And I guess if the worst thing to say it it leaves you wanting more, than that really isn’t a problem at all is it?
The verdict is: Worth The Buy
If you’re looking for an entertaining RPG, paced to your own speed, with a moderately low price tag, and a development team that keeps the content coming, look no further than “Guild Of Dungeoneering” chump.