Metascore
72

Mixed or average reviews - based on 32 Critic Reviews

Critic score distribution:
  1. Positive: 15 out of 32
  2. Negative: 2 out of 32
  1. Sep 27, 2015
    40
    For all of its small charms on the screen, the play of the game is an exercise in bashing one's head on a wall of monsters in the hopes that the random number gods smile upon the player and allow passage. And the reward for that is only to repeat the process again until the shallow and unsatisfying conclusion is reached.
  2. Jul 29, 2015
    40
    These new heroes are a joy to discover, but the game doesn’t give you any incentive to explore them. Without a new game plus mode or even difficulty options, Guild of Dungeoneering feels very once-and-done. This is a terrible way for a rogue-like to feel. Just as the lack of documentation and tuning is a terrible thing to do to such a clever, addicting, and charmingly presented concept like this. If there’s one thing worse than not telling me how to play your game, it’s revealing to me I no longer need to play it once I’ve figured it out. Sadly, that’s the case with Guild of Dungeoneering.
User Score
5.0

Mixed or average reviews- based on 61 Ratings

User score distribution:
  1. Positive: 20 out of 61
  2. Negative: 23 out of 61
  1. Jul 16, 2015
    10
    Cute graphics and found the gameplay quite addictive, makes me want to keep going back to play more when my character dies. Good for boardCute graphics and found the gameplay quite addictive, makes me want to keep going back to play more when my character dies. Good for board game fans. Cool soundtrack too, worth checking out Full Review »
  2. Aug 2, 2015
    5
    TL;DR: Some nice ideas, but not the best implementation.

    The game has a certain charm you can hardly deny - and the general battle
    TL;DR: Some nice ideas, but not the best implementation.

    The game has a certain charm you can hardly deny - and the general battle mechanics are well-thought. But the game lacks just a little bit in regards to long-term motivation and replayability.

    It really bothers me for example that i can not re-do already done dungeons. The worst thing: At the time i finished the game there were still three class building unbuilt - means i couldn't play three classes. But since you can't re-do done dungeons i would need to grind all the early parts of the game again to test the classes i couldn't test last time. Of course i expect add-ons - especially because the game hardly took 20 hours to complete - but that doesn't really make up for it.

    The game feels a little bit content-starved. The basics are there: For example that some dungeons are a lot easier with certain heroes and item-build-pathes. But to make this one a really good game there needs to be tons of additional content, like a slight character advancement and generally bigger pools of items.

    After about 10 hours of playing you sadly know every item in the game. And if you realize what is really strong, you won't really use other items any more. So every dungeon gets to be repetitive - slaying weaker monsters until you have your items, then go and kill the boss.

    I think this game has the potential to go up to 7, 8 or 9 points - but in its release version, i sadly can't give more than 5 points, although i certainly hope it will see lots of improvement with the upcoming add-ons.
    Full Review »
  3. Jul 18, 2015
    0
    There is zero progression in this game, it is not a dungeon crawler.

    This is an rng card game that turns into the the biggest grinder since
    There is zero progression in this game, it is not a dungeon crawler.

    This is an rng card game that turns into the the biggest grinder since ddo, the only way to get ahead is to grind gold, which gives some upgrade guild options, but youll hate that all your characters start as weaponlesss weaklings every dungeon.
    Full Review »