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. Oct 11, 2015
    70
    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. 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.
  2. We 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?
  3. Aug 11, 2015
    70
    The 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.
  4. Aug 7, 2015
    70
    While 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.
  5. Jul 28, 2015
    70
    It 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.
  6. Jul 28, 2015
    70
    A cutesy card-based dungeon crawler that runs out of new ideas before too long, but one worth checking out, nonetheless.
  7. Jul 27, 2015
    70
    If 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.
  8. Jul 24, 2015
    70
    Guild 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.
  9. Jul 21, 2015
    70
    As the game stands right now, it kills time, and that's about it.
  10. Jul 20, 2015
    70
    It'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.
  11. Jul 20, 2015
    70
    The 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.
  12. Games Master UK
    Sep 1, 2015
    67
    It'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]
  13. Sep 10, 2015
    65
    Sessions 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.
  14. Jul 28, 2015
    65
    The 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.
  15. 50
    The 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
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 »