
Now fully rebuilt and remastered, Guild of Dungeoneering Ultimate Edition is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around them.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
中评 玩法创意还行,旁白吟游诗人有点意思,但最关键的肉鸽部分做得很烂 小时候在UCG上读到过这款2015年的老游戏,情怀和年代滤镜双重加持也拯救不了这重复度极高的游戏体验,实在是没有持续玩到通关的动力。 //而且这个随机拼地牢的机制令我又又一次回想起了被[spoiler]蓝途王子[/spoiler]支配的恐惧
Tbh, this is a mid/filler game; its not particularly bad, its just not particularly good. I think its quite a strong case for why gameplay is, and should be treated as, the paramount design aspect of a videogame. Unfortunately, this game prioritised its distinctive art style with the problem being that you can experience that aspect from screenshots without sitting through the full game; The gameloop will be what keeps a player at the screen and looking at the art assets, not the other way around. For this reason its honestly quite baffling that this game had DLC at all; it is quite a slog getting through the campaign in the first place with achievement data confirming that, currently, only 8.1% of players have cleared the game. And, to the dev's credit, its not a bad game; that's why I didn't give it a thumbs down. Everything is competently made, didn't encounter any bugs, its just quite tedious to play through. At best, we could argue that it would have some appeal to the most hardcore enthusiasts of roguelikes and/or deckbuilders, but these are heavily saturated markets with vastly better entries and are genres that are inherently replayable and so don't require playing every game.
I'm going to 100% this if I can just because Totalbiscuit liked this game so much but my GODS is it so much RNG nonsense with some of the classes just straight up not functioning. Trying to keep an ice cream monk alive is nigh-impossible and it took me four straight hours of grinding to even get the chievo for beating a boss with it because they'd die to some stupid mook enemy before they even got there.
21小时终于通关了,开头觉得很有意思,后期有点枯燥但每天玩一两关也还好。角色不是太平衡,不少只能打打难度低的关,打boss还是只能用好用的。最后用魔法数学家通关,果然数值计算的游戏就应该用擅长计算的角色吗。
[b]Tentative Recommendation[/b] A dungeon crawling, deck-building roguelite, with bite-sized dungeons that you build piecemeal for a hero whose movements you can’t directly control. The deck-based combat is pretty fun, but the overall lack of gameplay evolution or depth makes for a game that plays its whole hand within the first few hours and gets repetitive long before you reach the end. 6/10
Game regularly gets installed, played for ~20 minutes, and then dropped when the grinding becomes required. Love the concept, hate the gameplay.
An sich coole Idee und für ein paar Runden ganz nett. Bis es dann relativ linear, grindy und teilweise zu random in den Kämpfen wird, weshalb man verliert und dann eben stirbt, ohne was dagegen machen zu können.
Concept felt tedious and boring immediately.
戰鬥機制簡單,人物表現生動。玩家探索地下城,自己用拼圖拼貼出迷宮,再自行放置寶藏與敵人來引導角色的前進方向,非常有桌遊的味道。雖然沒什麼高規格的美術或是具深度的角色專研,好在玩起來整體沒什麼壓力。個人相當推薦桌遊愛好者入手! 補充:目前玩下來,大部分角色都有各自的玩法魅力,但就是有幾個角色比較垃圾... 比如說默劇演員,這應該是最爛的角色了。玩法特色其一是完全防禦 (以下簡稱完擋) 敵方攻擊就複製對方該卡牌,但問題是能被完擋的不會是強力卡牌,真的碰上強力卡牌也不太可能完擋,就算真的完擋複製過來了其實也就只是與對方平分秋色。第二個玩法特色是可以對敵人牌組上方兩張牌濾掉其一,但這張牌除了濾牌效果外本身的攻擊力只有 1,萬一沒濾到強牌相當於直接血虧一回合行動。中階職業遊俠也是比較爛的角色,能力是所有物理攻擊變先手,原本就有先手效果的物理攻擊則再 +1 物攻。聽起來很強,但是卡池有夠廢。廢就算了,讓我解掉成就趕緊封印就沒事,問題是成就還很難解,必須用一張名為【穿刺】的穿防且物攻 only 1 的卡片造成 5 傷害,這意味著我必須要有囤積物攻的卡片,囤積期間還不能打出任何物攻牌,不然囤積的物攻就釋放了,要做到這點比較簡單的方法是等到【穿刺】和囤積物攻卡都在手上了再進行上述的步驟,但敵人的血量也要夠我耗到關鍵卡都拿到手才行。這個成就我 S/L 試了好幾場才在一場 Boss 戰解掉。
_Achievement Review: Difficulty: 4/10 (RNG-heavy in the beginning) Approx. Time Invested: 25h MP Achievements: No Misc. / Activities / Collectibles: No Missable Achievements: Nothing that cannot be done within 20 minutes of starting a new save I am not a huge fan of the deck-builder genre, so I started this game for the first time 10 years ago and dropped it because of the heavy RNG and frustration. Now, a decade later, I took the time to understand how it works and have to say that Guild of Dungeoneering has its charm. It is a wonderful game that can become repetitive the longer it goes on, but it has lovely art! _Gameplay: The game itself is simple. You start with a Guild, and the Guild grows as you discover more dungeons with your so-called "Dungeoneers". There are 17 different classes, all of which start with a specific set of cards and can create a unique playstyle. After that, your playstyle is dictated by luck and the equipment cards you find. The most frustrating part is the RNG and draw luck, as is the case in most deck-builder games. Overall, the gameplay felt a little drawn out. _Immersion: The game has a lovely hand-drawn art style that looks incredibly cute. All creatures, equipment, and cards contribute to a cohesive feel throughout the game. With several different regions to explore, the monsters change as well, and the boss designs managed to make me chuckle more than once. _Recommendation: The achievements seem daunting at first, especially the permadeath one, but it only took me a single attempt after my initial playthrough to get it, and it was not difficult. Ultra Chump is just OP with the right passives. I can recommend it if you are looking for something to play casually, whether you want to jump in for a quick session or play on Steam Deck. It is absolutely lovely! Rating: 5/10
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Audience
Languages: English*, Simplified Chinese, Japanese, Korean, Traditional Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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