Guild of Dungeoneering Ultimate Edition

Guild of Dungeoneering Ultimate Edition

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RobJ81 Jul 14, 2015 @ 4:35pm
When characters die, they just get replaced?
From a negative review I just read

(My characters have died a few times and when I return to base, the dead guy gets replaced with a new guy of the same class. What's the point since the characters don't differ from each other since they don't get to keep any levels or items. There's no losing condition in this game (?) since it doesn't seem to ever end, you could keep on grinding till the end of your days. )

Is this person misinformed or is it true? I like challenges in games, but if everyone just gets replaced.. whats the point? You can just grind like he said.. and no penalty or anything really.

I'm somewhat interested in this game, but I don't know... I prefer penalties, game over or something, not walks in the park.
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Showing 1-15 of 18 comments
Gambrinous  [developer] Jul 14, 2015 @ 4:37pm 
It's an intrinsic part of the game. Think of your Guild as the actual hero in a normal RPG, that's what you level up. Unlocking classes are how you expand your abilities. Each class has unique skills and strengths so it's about having more options for each quest.

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 :)
Last edited by Gambrinous; Jul 14, 2015 @ 4:39pm
RobJ81 Jul 14, 2015 @ 5:03pm 
So is there actually a game over or you just get an endless amount of heroes?

Just levelling up a guild does seem just like a hero and/or dungeon making sim to me.
Last edited by RobJ81; Jul 14, 2015 @ 5:06pm
Hopback Jul 14, 2015 @ 5:23pm 
You just get an endless amount of heroes... but not only that, even if your hero lives through a quest, they don't retain their level or their equipment.

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.)
Last edited by Hopback; Jul 14, 2015 @ 5:25pm
RobJ81 Jul 14, 2015 @ 5:28pm 
No access to weapons you find in previous dungeons is a huge turnoff for me. Heroes that survive and going back to level 1 is lame. Unless those things get changed somehow, I wont buy the game.
Myll_Erik Jul 14, 2015 @ 5:31pm 
If you beat the game in 3 hours - then we'll give you your money back. :) Even in one full 15 hour playthrough we doubt you'll unlock all of the items in the "Expand Guild" menu.

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.
TheRogueFedora Jul 14, 2015 @ 8:07pm 
Sounds like we need a 'normal' mode which is just like the system being used now, and a '♥♥♥♥♥' mode for those who don't like having a challange. :)
Moonbane Jul 14, 2015 @ 8:14pm 
Dungeoneers could really use a survival bonus.
Kalogrym Jul 14, 2015 @ 8:14pm 
Great game, but i think we, as players, need some extra incentive to want to keep our dungeoneers alive. Right now, I have no real attachment to even want to visit the graveyard or anything regarding the dungeoneer in general.
Myll_Erik Jul 14, 2015 @ 8:15pm 
@Nefer - we're looking at options. Check out our latest Steam Announcement for an idea called "Battle Scars"
Myll_Erik Jul 14, 2015 @ 8:15pm 
@Kalo - See my comment :) Think we posted at the same time!
Moonbane Jul 14, 2015 @ 8:17pm 
Noticed it, sounds promising.
Nova Dusklight Jul 14, 2015 @ 8:45pm 
Originally posted by Gambrinous:
It's an intrinsic part of the game. Think of your Guild as the actual hero in a normal RPG, that's what you level up. Unlocking classes are how you expand your abilities. Each class has unique skills and strengths so it's about having more options for each quest.

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 :)

So far I disagree with the game really being a challenge, but it's fun regardless.
Myll_Erik Jul 14, 2015 @ 8:54pm 
@YuukiRus - what zone are you in? :)
Nova Dusklight Jul 14, 2015 @ 9:46pm 
Originally posted by Myll_Erik:
@YuukiRus - what zone are you in? :)

Jungle currently, Starting to see some difficulty changes which excites me in some good ways.
Hope they get harder and harder :P
NierCreed Jul 14, 2015 @ 10:07pm 
in my case, i really liked my chumps, and i felt bad for their death, the incentive would be nice, but i'm satisfied with it.

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
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Date Posted: Jul 14, 2015 @ 4:35pm
Posts: 18