- Publisher: Versus Evil
- Release Date: Jul 14, 2015
- Also On: iPhone/iPad, Switch
- Critic score
- Publication
- By date
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Oct 11, 2015I 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. Anything, also, to give it more longevity. Even a multiplayer mode would help give this game more substance. But as a simple pick-up game? It works.
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Sep 3, 2015We always use cards for beating our opponents, but it's changing now. You can use cards for build dungeons and other staffs. Build and fight (with cards), it's sounds different right?
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Aug 11, 2015The original rogue-like card game with unmistakable game mechanics and style, which may start to bore you after a while, but sooner or later you will return to it anyway.
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Aug 7, 2015While the game comes down to luck a little more than I would have liked which was frustrating, this dungeon crawler with a twist has a lot of redeeming qualities going for it.
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Jul 28, 2015It manages to maintain interest with randomized dungeons that usually work out well, but could really benefit from some balance tweaks and a way to put more fully developed decks to the test.
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Jul 28, 2015A cutesy card-based dungeon crawler that runs out of new ideas before too long, but one worth checking out, nonetheless.
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Jul 27, 2015If you’re looking for a bite-sized dungeon crawl, Guild of Dungeoneering delivers – but don’t expect a lofty foray into the realms of exploration, customization, or strategy.
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Jul 24, 2015Guild of Dungeoneering is light and simple, which is the greatest advantage and disadvantage at the same time. Approachable gameplay allows us to jump into underworld right from the start, without fear of making a mistake. With time, however, the game becomes rather monotonous.
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Jul 21, 2015As the game stands right now, it kills time, and that's about it.
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Jul 20, 2015It's an interesting game for RPG and trading card game fans. The gameplay isn't deep enough to be considered compelling, but it still delivers some interesting and original ideas.
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Jul 20, 2015The concept behind Guild of Dungeoneering is fantastic and more people should delve into tweaking genres like this. As the game stands, however, there are features that seem missing from a typical “full” release.
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Games Master UKSep 1, 2015It's a fresh idea that eventually grows stale, because you must start anew every mission, without levels or items carried over. [Sept 2015, p.81]
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Sep 10, 2015Sessions are short and fun, but there is not much replayability. You cannot revisit missions, and there are no such things like New Game+ or Endless mode, and so your adventuring career ends as soon as the credits begin to roll.
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Jul 28, 2015The interplay of Dungeon Master and player is controlled chaos, thrilling in its unpredictability, while the outcome of Guild of Dungeoneering is a foregone conclusion: I will throw a neverending horde of adventurers at a dungeon until I complete it or get bored and wander away.
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Oct 20, 2015The biggest issue with Guild of Dungeoneering is that the gameplay never really evolves. Your deck of cards does grow and you'll get new and better cards, but the overall experience in hour two really is not all that different from hour ten.
User score distribution:
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Positive: 20 out of 61
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Mixed: 18 out of 61
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Negative: 23 out of 61
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Jul 16, 2015
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Aug 2, 2015
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Jul 18, 2015