Guild of Dungeoneering Ultimate Edition

Guild of Dungeoneering Ultimate Edition

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Ezraen Jul 14, 2015 @ 4:25pm
Are you supposed to lose all your stuff between dungeons?
My guys lose all their gear and levels between dungeons and are getting steamrolled pretty much everywhere except the starting dungeon.
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Showing 1-11 of 11 comments
Raul Pateides Jul 14, 2015 @ 4:25pm 
yes, you don't take your levels and items with you.
TwilightDusk Jul 14, 2015 @ 4:29pm 
My understanding is that your equipment, level, and collected loot are converted at the end of the dungeon into the points you use to expand the guild. Higher tier heroes generally have better decks, and you can build facilities to get better equipment to sometimes drop. But yes, you have to enter each dungeon as a level 1 character and carefully approach your first few encounters at the least.
Myll_Erik Jul 14, 2015 @ 4:39pm 
@Twighlight is correct :)
WarShrike Jul 14, 2015 @ 5:35pm 
God that sucks. Killed the game for me.
Myll_Erik Jul 14, 2015 @ 5:41pm 
It's part of the RogueLike nature we wanted for the game - this ensures a difficulty level as well as adds a bit of Luck/Randomness to each Dungeon Run ensuring they all play differently and each player has a unique experience. Otherwise, people would just hoard the best loot and run the game like any other RPG. :)
WarShrike Jul 14, 2015 @ 5:48pm 
Roguelike is when you die, you lose everything. When you succeed and still lose everything, theres no point in trying. So i will unlock new classes, so what, they will always start over from scratch too. I can create rooms that allow better loot to drop. So? I lose that loot too. I get the whole idea, it is original, but it still seems pointless to me.
TwilightDusk Jul 14, 2015 @ 5:56pm 
I think its rather fun. You just have to treat each new adventure as a fresh dungeon run. The analogy would be if you could keep your levels and items and such on a Nethack character into a fresh dungeon if you got him out alive.
Xara Jul 14, 2015 @ 6:17pm 
You get a little gold even if you die to the first thing in there. So you can slowly build up by continuing to attempt.

Also you unlock like 3 new dungeons after the first. You don't have to do the whole set of quests in each one. You can do the first quest in each of them, for example.

Plus, use the re-attempts to try to plot out a better layout, put more easy creatures in, etc.
Kevlar Jul 14, 2015 @ 8:20pm 
It's strange how fast I lost that 'new game' appeal once I figured out you lost everything from a dungeon the moment you complete it, combined with not being able to choose the appearance of your guildminions (even if only from a few random choices) makes your minions feel extremely disposable and lacking character.

I guess some people might like the mechanics of this game, but for me atleast I felt like I've just wasted money on a game that was relatively expensive in the first place for an indie dungeon crawler title.
Myll_Erik Jul 14, 2015 @ 8:29pm 
@Kevlar - We understand it may not appeal to everyone, but it allows us to try something that we found quite fun and a little bit different.

If it's just a "losing my items" mentality - you techincally just turn them in for extra Gold to the guild once you win.

We're also looking at a thing called Battle Scars, so that even though you restart at Level 1, if you're dungeoneer has done something cool or lived X amount of times he may get a bonus of some sort.

We certainly didn't want people just camping the best loot and running the dungeons like an ordinary RPG so this was our idea. Hope you understand.
Searro Jul 14, 2015 @ 8:44pm 
And this is a good choice :) For me at least.
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Date Posted: Jul 14, 2015 @ 4:25pm
Posts: 11