Because scars are applied randomly and can never be removed, some Heroes will undoubtedly become favorites while others become completely unused, or may even be sacrificed in order to generate a new Hero of a certain Class. There are a total of 17 different Battle Scars possible, but each Hero can only receive 2 different scars. For those players who a fan of this feature, the options menu allows enabling or disabling the application of new Battle Scars. This feature that was added with v1.05 of Guild Of Dungeoneering, but the original system was completely revamped with v1.06. You certainly won't miss out too much if you wait for a Steam sale or Humble Bundle or some such and save a few dollars.Battle Scars are Traits that are permanently applied to a Hero upon completion of each Dungeon. I give it a Buy on my Buy/Sell/Hold rating scale, but only because it's pretty cheap already. Even a multiplayer mode would help give this game more substance. Anything, also, to give it more longevity. I do wish there was a better deck-building mechanism and it could certainly use more character-progression-anything to lessen the random-numbers game (RNG) and increase player agency. I like accessible card games like this or Hearthstone. It's not a perfect game and it probably won't hold my attention for a very long time, but I like its simplicity. It's a neat little game with a nice little price-tag. The little rhymes that accompany new dungeoneers coming to the guild are adorable. But what it does bring to the table is fun and clever. Would I like more depth? Would I like better graphics and animations? Could it be more than it is? You just zip into a dungeon, hopefully make your way through it, and then tinker away making your base better. You never really get all that attached to any of your toons, and you never really care that much about the story. It's a cute, funny game that you can pick up for a few minutes and then set back down. Still, I'm not sure depth is the point in Guild of Dungeoneering. Your dungeoneers do show the items they're eqiupped with, which is nice, but it's very simplistic customization. There are no real animations in combat, just cards sliding on and off the screen. Not everyone will love the art-style here, of course. What will serve you best in this particular dungeon? Magical defense? Extra life? A stronger weapon? It's not always an easy choice, even if it's not often a life-or-death one. Some form of resource management would make decisions more challenging and interesting.Ĭhoosing which loot to pick at a treasure chest or after a battle can also be tricky. I do wish there was more risk involved, however. I also like the added challenge in dungeons where the big boss comes after you each turn, shortening your time delving before the fight. I love how you can manipulate the dungeon as you go, stretching out the labyrinth until you're well-equipped. You'll need it to keep leveling up your base, which is where most of the game's progression takes place.Īt the guild, you have various dungeoneers to choose from, as well as special cards that give you (often temporary) bonuses with dungeons, and special rooms that increase the likelihood for good drops (like a blacksmith which improves the available weapon cards) It's not super complicated. And gold is pretty much the be-all, end-all of exploring. Once you've beaten an enemy, you get some loot which you can equip or, if you have it already, sell. Each class has its own special abilities also, as do many enemies.įights are pretty well balanced, and the challenges get a bit more tense as you go, though it's never truly nail-bitingly difficult. A successful block may deal extra damage, or force the enemy to discard one card from their hand. You have physical and magical attacks and defenses. Sometimes you get a really good card and a really bad card (stupidity, normally, which gives you blank cards that do nothing in combat, leaving you open to attack.)Ĭombat is pretty straightforward. Each one adds cards to your combat deck or extra hearts in your life-bar. The items you equip: One piece of body armor, one side item (like a shield), one piece of head-wear, and one weapon. The loot takes the form of gold or items, armor, and weapons.
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