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The guild mode isn't meant to be a management sim. Hope that helps!
I know what you mean about penalties, but I think you will find it is definitely a challenge :)
Just levelling up a guild does seem just like a hero and/or dungeon making sim to me.
I just played GoD for a few hours and the level/item reset mechanism drains all the fun out of a dungeon crawler. It makes gathering loot and leveling up meaningless other than to beat the boss. It also doesn't matter if one hero dies or not because in either situation you're left with the same exact hero (albeit with a different name if the previous one died.) There's no consequence, no sense of danger or caution, just endless clicking. Right now, it's an RNG grindfest. I understand that the heroes are meant to be disposable, but giving them individuality and continuity would change the way players approach the game.
Also, not having access to weapons and armor previously found in dungeons is frustrating. It's tedious to have to equip a hero afresh in each dungeon.
I see what the devs had in mind when they set out to make this game, but the finished product is lacking. It's fun for the first hour or two, then the repetitiveness sets in. Right now, the game feels like you're just throwing endless waves of cannon fodder into a dungeon to see if one comes back out. When you start out, it's entertaining. "Oh, that Chump died fighting a Gnoll. Haha! Look, another one came to replace him." ... But after going through two dozen heroes, the game feels utterly void of substance. It's unfortunate because you can clearly see the potential for a wonderful game with just a few changes.
But, all in all, it's $15 for 3 hours of light entertainment... I guess that's better than watching a movie in a theater. Take that for what you will.
(I know the dev is reading these posts. I don't mean any insult. It's just my honest opinion.)
If you kept items from dunegon to dunegon that would be a completely different mechanic / design choice that we wanted to avoid as we wanted to keep it more "roguelike" in that regard.
All of that being said, we're looking at potential bonus attributes for dungeoneers who make it through dungeons alive, giving you some extra incentive to keep people alive and use them.
So far I disagree with the game really being a challenge, but it's fun regardless.
Jungle currently, Starting to see some difficulty changes which excites me in some good ways.
Hope they get harder and harder :P
I died sometimes in the earlier dungeons, glad that there is no hand holding.
the only thing that saddens me is that the bruiser is by far stronger than the cat burglar or the chump, dunno if i didn't play them right, but the bruiser just steamrolls everything