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Every time you lose a character, you have to wait a bit for a new dungeoneer in that class to resurrect, so the game forces you to experiment with other classes. The ranger that gets to go first with physical damage attacks is a personal favorite. You have to unlock them with the gold you earn in the various levels, and they all come with their own deck of cards to use in battles and alternate effects. Guild of Dungeoneering does have a real sense of experimentation to it, letting you get the experience of playing with all sorts of character classes. With the different characters, you can pick and choose which ones are the best fit for the level you’re taking on. Each battle is interesting, though luck does play a huge role with the cards that you draw. Or, in a battle where the last turn will win it or lose it for you, to bust out a bolt card where you go ahead of the enemy is quite the pleasing turn of events. It feels great to not only counter a powerful attack, but to also deal damage back. For example, bruiser characters, which focus on physical attacks and defense, have a permanent trait where they can deal damage to the enemy by blocking all damage in a turn. Still, the combat is fun because there’s this oneupsmanship to it. Though, it does help that your health resets each fight, so you don’t have to worry too much about going down to the wire in a fight. There’s a serious randomness component to the combat, one that you have to use intelligently in order to win each battle. However, each card can also have defense units against physical and/or magic, or can be an unblockable attack, or can have alternate effects like going first, as the enemy typically always goes first. You draw 3 cards, and can do damage as either physical or magic damage. Navigation takes things out of your control, but you have more of a say of things in the combat portion.
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So, in order to get powerful enough to defeat the bosses you’ll face, you’ll want to face strong enemies, but also face them often so that you can rack up the powerful loot to give you the upper hand. You can get to a higher level only by defeating an enemy of the same level as you, and enemies only drop loot that is on par with their level. Well, it’s based on the way that you level up. Now, you don’t have to lay down any tiles at all, and you may wonder why you would want to lay down enemies at all. No fake doors here! You can lay down tiles that contain gold, and these are useful because they really draw heroes to them, if you’re trying to draw a specific path. You can lay down room tiles to create paths, though you have to make sure all adjacent exits are connected. The whole concept of Guild of Dungeoneering is that you don’t actually have direct control of any of your units as they move about, but you can influence their actions by laying down one of three kinds of tiles on the dungeon floor from a hand of 5 tiles each turn. It has its own quirks and shortcomings, but really it’s like nothing you’ve ever played before.
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#Guild of dungeoneering battle scar Pc#
Well, it took a year and a half between the game’s continued development and PC release to finally make it happen, but this curious little roguelike where you use tile cards to build the dungeons as you traverse them and fight enemies using a separate card system, is well worth the wait. I first played Guild of Dungeoneering ($5.99) on PC at PAX South 2015, and I thought from the first time I played it that it would be perfect for mobile.
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