Guild of Dungeoneering Ultimate Edition

Guild of Dungeoneering Ultimate Edition

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Handbanana Jul 18, 2015 @ 3:07am
Too random with no real progression.
Starting over every dungeon with nothing needs to change. There is no real progression in the game. You can lose literally any battle just because you have a bad starting hand.

The whole aesthetic and atmosphere is 10/10. I love the narration.

The entire combat system and progression needs to be reworked. I love roguelike games but this is not how you are supposed to do it. You need some type of progression outside of each dungeon.
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Showing 1-15 of 15 comments
Tech Enthusiast Jul 18, 2015 @ 3:09am 
See the topic "no leveling?" for the exact same discussion.
Moonbane Jul 18, 2015 @ 4:26am 
Well they are going to add a battle scars system to help with that. Im going to hold off on replaying GoD till that is added, feels pointless otherwise.
Last edited by Moonbane; Jul 18, 2015 @ 4:26am
Handbanana Jul 18, 2015 @ 4:48am 
Originally posted by Nefer:
Well they are going to add a battle scars system to help with that. Im going to hold off on replaying GoD till that is added, feels pointless otherwise.

Yea I might purchase it again after they do a few major updates and maybe after it goes on sale.
TwilightDusk Jul 18, 2015 @ 7:59am 
You do have some progression, Story progression as you advance through the dungeons and Power progression as you unlock better classes, upgrade the blessings, and unlock better equipment to drop. There's no progression in the form of persistent character upgrades (Yet), but the focus isn't supposed to be on the individual characters so much as the guild itself.
Last edited by TwilightDusk; Jul 18, 2015 @ 7:59am
Coin Jul 18, 2015 @ 9:10am 
Originally posted by Gambrinous:
Your heroes are always reset when they start new dungeons: so you'll have to find new loot and level them up in-dungeon each time. However they keep their character traits: stuff like having a fear of spiders.

How you really level up in this game is you level up your guild instead. That's what unlocks those more powerful classes. And yes, you do obsolete some of the starting ones eventually, but they aren't straight up replacements. Each class has its own strengths and you might want to experiment with certain classes for particular quests. For example the barbarian gets a bonus against monsters that are higher level - but on the other hand also has a deathwish that causes him (or her) to seek out harder monsters.
First of all this.

Originally posted by Handbanana:
You can lose literally any battle just because you have a bad starting hand.
Some battles, not every battle. Randomness is mandatory in this game.

Originally posted by Handbanana:
I love roguelike games but this is not how you are supposed to do it.
Have you played actual rogue-likes? You start a game, you die, and you start again, and you die again, usually without gaining anything besides your own personal experience. And if you'r lucky in about hundred attempts you may actually beat it.
Myll_Erik Jul 18, 2015 @ 11:02am 
Think of the Guild as your hero - not the Dungeoneers. Regardles if they die or not, the Guild always gets better.
Handbanana Jul 19, 2015 @ 7:49am 
Originally posted by Myll_Erik:
Think of the Guild as your hero - not the Dungeoneers. Regardles if they die or not, the Guild always gets better.

Yes but the guild getting better has no real effect on the progression of your game. Every dungeon you start in you still start with nothing. Every hero you play is still the same and they have no progression no matter how long you keep them alive.

There needs to be real meaingful upgrades inbetween dungeons.

Not trying to talk ♥♥♥♥ about the game I loved it aesthetically but the actual mechancis and combat system leave A LOT to be desired. This is the first game i ever actually refunded to steam.
Tech Enthusiast Jul 19, 2015 @ 8:15am 
Originally posted by Myll_Erik:
Think of the Guild as your hero - not the Dungeoneers. Regardles if they die or not, the Guild always gets better.

That is not how it works, or at least how it feels.

The guild gets better, yes. But i do watch my guild about 10 seconds between runs. I have no attachment to that guild at all.
While in a dungeon i start from point zero, so i have no attachment to my heroes either.

So the only "progression" is a guild that i check out like 1/20 of the time and the remaining 19/20 of the time i am playing with a useless Hero that keeps forgetting what he learned after every dungeon.

No, this is not fun at all. The game itself is nicely done and i bought it just due to liking the astetics and humor ect. But this one "feature" simply kills it for me. Wish i could tell you otherwise,... but i can't.
juanval Jul 19, 2015 @ 8:23am 
I think there is too much difference between the level2 ranger and the level3 Grail Knight. It would be better to see an intermediate level and do 4 levels of classes instead of 3.
Moonbane Jul 19, 2015 @ 8:47am 
Well the higher tier classes pretty much obsoletes the lower tier classes. Just too much health and much better skills.
BlueRaja Dec 29, 2018 @ 3:59pm 
Just played the game and felt the same way. When I lose, it's always due to randomness, never that I made a mistake. When I win, none of the tier-1 upgrades seem worth getting (either a chance to get items of equal power to the ones I already have, or the choice to start out with a different item that I don't want). This game needs to completely rework its progression system.
Last edited by BlueRaja; Dec 30, 2018 @ 12:13pm
Handbanana Dec 30, 2018 @ 12:09am 
Originally posted by BlueReindeer:
Just played the game and felt the same way. When I lose, it's always due to randomness, never that I made a mistake. When I win, none of the tier-1 upgrades seem worth getting (either a chance to get items of equal power to the ones I already have, or the choice to start out with a different item that I don't want). This game needs to completely rework it's progression system.

I forgot about this thread thanks for necroing it 4 years later lol. Sad to see this was never fixed after the developer replied in the thread and it was made clear the problems with the game.
Haha hey what's up. Still subscibed to a thread from four years ago? Here's a reminder. :)
dorkenstein Feb 13, 2020 @ 10:20pm 
Haha hey what's up. Still subscibed to a thread from five years ago? Here's a reminder. :)
Ray Raspberry Mar 5, 2020 @ 9:52pm 
Just got this game -- and I have to agree with the theme of thread -- there is no real incentive with the dungeoneers -- they get traits or battle scars but most are beign and when the aboved mentioned first dungeon fight randomness kills the character there's really no incentive to collecting them.

The game feels like a grind with no real outcome or story - just boss enemies change but it's very repetitive with no real attachment / connection / story to your dungeon or your dungeoneers. The upgrading of the dungeon is very linear not really doesn't seem to matter what you upgrade -- other than that I found getting better items = better cards which seems to be the important thing until you can upgrade to the top tier classes. I haven't gotten that far yet - but 4 hours of play in and the game is starting to feel tedious.
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