
- #GUILD OF DUNGEONEERING FAVORITE DUNGEONEERS UPGRADE#
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Indeed, nearly every facet of the game requires you to consider its interlocking mechanisms as a whole in order to succeed.

For example, many of the cards you acquire grant a bonus to your attack on your next turn if you damage your opponent, so you’re often rewarded for tactical forethought. The card battling mechanics here, too, make excellent use of combining simple systems with random elements to create a surprising amount of depth. Do you place down a monster card, putting your hero in harm’s way for the chance to make them stronger? Or do you play a room, allowing them to move toward the level’s boss more quickly, but forgoing the opportunity to level up? This dichotomy is essential to the sense of agency GoD provides, and allowed me to feel as though I was genuinely contributing to the creation of my own journey, while not feeling overwhelmed by freedom thanks to the game’s smart limitations on card usage and enemy placement. But of course, a hero can’t grow more powerful without fighting monsters in the first place, and thus the game’s core system of risk and reward is born.

Ultimately, GoD’s dungeon exploration is a numbers game, wherein your cute little heroes will inevitably die horrendous deaths without the proper stats. That said, the inventive brand of strategy Guild of Dungeoneering offers is good fun, and it employs a variety of systems to combine the inherent joy of creation with the right-brained satisfaction of a plan coming together. This is precisely why I feel the game fails to accurately depict heros with minds of their own their will is so easily manipulated by placing the right cards in the right spots that the game’s level construction mechanics quickly become about strategy and planning ahead, rather than working around the unpredictable whims of some bumbling adventurer.

If there’s some gold in the left room and nothing in the right one, you can bet the dungeoneer is going to make their way to the gold ten times out of ten. Each turn, your dungeoneer will walk in a single direction, determined by the objects occupying the rooms they have access to.
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You see, GoD’s “hook” is that you assemble the levels, and your characters traverse them of their own free will, fighting the enemies they want to fight and collecting the loot that speaks to them.
#GUILD OF DUNGEONEERING FAVORITE DUNGEONEERS UPGRADE#
In Guild of Dungeoneering, you assume the role of a sort of omniscient architect, constructing a home base of operations – which you can upgrade with resources earned from completing quests – as well as building the very dungeons your disposable heroes must fight through to progress.

Developer Gambrinous has crafted a quaint little deck-building roguelike, one which oozes character and charm despite its minimalistic art direction, and which displays a refreshing understanding of its own mechanical depth. Guild of Dungeoneering, however, managed to evoke those ancient feelings beautifully, heaving my calcified whimsy gland from its tomb, dusting it off, and teaching it to play cards. Of course, much of this fantastical make-believe is largely relegated to my distant past, as adulthood has granted me far more depressing scenarios to ponder in my free time. It’s always been a favorite pass-time of mine to dream up little worlds, to live in them inside my head, and populate them with all manner of weirdos and miscreants with whom I imagine I’d be good acquaintances, at the very least. Like most people who’ve been struck by lightning more times than they’ve passed math classes, I like to think of myself as a creative individual.
