title image

Roleplaying

Ratings

Age

13+

Category

Roleplaying

Languages

English

Guild Of Dungeoneering is a thoughtfully designed mobile game that blends accessible mechanics with steadily increasing challenge. Players place and manipulate objects to influence in-game elements, solve levels, and progress through curated stages. The experience favors experimentation and polish, with simple controls and satisfying feedback.

Screenshot
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Ratings & Reviews
App Store Editors’ Notes
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Best designed game I’ve seen in Years
Tue Nov 24 2020 Hemloch1

This game has amazing music, graphics, and humor. However, the best thing about it is the actual gameplay. It’s easy to start playing but there is a ton of complexity if you want to master the game. The combat is amazing because it incorporates strategy while still being intuitive and fun. It doesn’t have the problem many similar games have where the minions are to easy and the boss is too hard, you are never guaranteed to win. The loot system with skills and blessing is very easy to understand and actually impacts your gameplay much more than other games. While there are consequences when you fail they are never overwhelming and only encourage me to play more. The only problem I’ve seen is that later on in the game the enemies don’t improve quite as much as you do and the rewards don’t get as big as I expected. Overall this is a amazing game and I love playing it

It’s Novel
Thu May 16 2019 Axiomagical

5 stars for novelty, 3 stars for fun, 4 for mechanics, 2 for castle improvement costs/benefits. It has roguelike elements, but replaying a level is not unique, so best to beat everything on first run. Best strategies become clear quickly though, which is good for winning on first runs, but bad for entertainment. Improving your castle(?) is expensive and not very meaningful: with a good strategy, you’ll be better off with the right 50g upgrades than many 2000g upgrades. Worse, many 2000g upgrades will hurt a good strategy (true, a new strategy will open up, but it will not likely be better than a good strat for cheap upgrades). Maybe the upgrades would seem cheaper if one farmed, but there are only 3-ish mob-types per area (maybe 5 if you count different versions—weak, strong, stronger—of the same mob), and each area has several levels. This monotony make farming out of the question for me--that and the incentive to upgrade is minor. I love roguelikes and dungeon crawlers, but I can only play this one for 5-15 minutes or so per day (1-2 dungeons) before I feel like Sisyphus (and, again, I'm only rarely actually replaying levels, they just all feel the same). It's an expensive game for this level of entertainment.

Really 3.5 stars, but I rounded up
Wed Jan 23 2019 PatriotUSA

I think this falls into not a bad game, but not really great either. I’d say the presentation is 4 stars, gameplay 3. The biggest problem is the lack of variety. Classes are all very similar. Monsters are all very similar. Quests are practically the same in each dungeon. There are dozens of dungeons with different names but they might as well be the same one over and over again. Also RNG is quite strong in the game, particularly in the early levels when you don’t have that many good characters to choose from. You either draw the right cards or you don’t. Not much strategy or deck building to it. Once you get better characters the RNG isn’t as big a factor but the game gets boring fast at that point. Once I got the Grail Knight I pretty much never lost a fight after that. I could force myself to play a lesser character to make it more of a challenge, but the challenge is again all in whether you draw the right cards. To sum up, fun for a little while as you learn the game, but no longevity.

Great but grindy
Fri Jun 22 2018 No-Show Bob

It’s easy to play right away, and it’s easy to die no matter what dungeoneer you use. So you have to get enough money to upgrade the decks and unlock characters that you will need, along with luck, to pass harder levels. You don’t actually train your characters (for very long) you really just learn which characters work better, and which upgrades work better. It’s a lot of fun if you don’t mind dying most of the time, and gaining in game knowledge rather than experience or level of your dungeoneers, which always die. One of my most promising characters died in the first encounter with a bat with 3 hp. What can you say, they just regenerate as beginners again, all hero’s are completely disposable. Otherwise pretty cool. I give it an extra star for not being dependent on in-app purchases. It’s an interesting game, and pretty fun if you’re not too easily annoyed by constantly dying by a passive RNG

Good Game, needs balance
Wed Dec 12 2018 Julian Raji

Overall, fun game, good session-by-session deck building concept. Enemy types were varied enough to stay interesting, synergies were fun and simple to put together. My one complaint is that I never needed to use most classes. Some were just so much better than the others (lookin’ at you, artificer) that it felt like handicapping myself if I chose anyone else, and too easy is I chose that one. I had something in the neighborhood of 30 dungeons complete on a single character by the time I got to the end of the game, and I thought it was a little ridiculous that I was able to do so on a single character.

Cute but shallow
Fri Jun 03 2022 Bob Dewalrus

Adorable art and style, genuine sense of humor, a run can be completed in minutes or you can string them together for hours. But, and I hate to say it, there’s just not enough substance to earn more than a smile. There are a dozen character types to unlock, dozens of pieces of gear to acquire, but under the hood, they’re all just slight variations of the same dynamic. Red stars are physical, blue stars are magical; this character has 7 reds and 5 blues on his cards, that one has 7 blues and 5 reds on hers — oh no, how will I choose? Yes there is some variation among the card sets (not nearly enough) and some characters are slightly better than others. Which means you’ll only ever be using the top two classes you have unlocked, and the rest are just window dressing. Sad, because there are some fun ideas here and the look and feel are enchanting. Ultimately it all becomes way too samey way too fast.

A very good game
Mon Jun 12 2017 Quartz110

I like the approach to the graphics, and the card based play. Even the music is amusing when your character dies. Its a good game. Maybe it's just me, but the cards are a little confusing to figure out in terms of which ones compliment each other. It would be good if there was a tutorial that said what the differences between the traits were, and more information on the character strengths/weaknesses are. For instance, I got a monk, but I'm not sure how to use him and what cards to use with him because I'm not sure what his strengths are. Also, I expected to die a lot, but sometimes it happens after a lot of time has already been spent. You carefully plan and get good cards, and move slowly, then you get killed by a sudden strong enemy that's a lower level than you. Also, it would be nice if you could keep the traits you spend a long time obtaining for a character. When your character dies - and it's setup for that, you have to start completely over without the traits you spent an hour to get. Last, if the characters lose everything when they die, then it would be nice if they could replay dungeons. Once you finish a level you can't access it again, which means you're moving on to harder levels with your weak brand new character each time he dies. Thanks for your time.👍🏻

Worth the price of admission
Sat Apr 08 2017 Jeb Shrub

Paid for the main game. Worth 6$ by itself. A novel new concept merging dungeon building, card fighting, and old school D&D style rng. Advancement is in unlocking new characters rather than building old ones, which at first glance is a weakness that will get repetitive, but has stood rather well in my 40+ hours game time. It's addictive because you can't build an unbeatable behemoth. The music is a good touch, but I would like a full soundtrack rather than small bites of it. This is, however a cheap game, not a concept album. The humor of the game and story shines in the effort it shows without being obnoxious. It's been the source of many lighthearted chuckles and nostalgic memory triggers harkening back to my golden days of dice and braggadocio around a gaming table. The best part? The main game is just an appetizer, because the addons (which rival the main game in length and concept innovation) are included in the price. One word to describe this game? WORTH.


News found!
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HPP's Guild of Dungeoneering: Ultimate Edition review. A rollicking ride full of adventure, lovingly rebalanced to keep old fans happy and...

Hey Poor Player Sat Jan 29 2022

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A humorous take on turn-based dungeon crawling puts you not in the role of a single, glory-seeking hero, but a rejected thrillseeker-turned-guild master.

IGN Tue Sep 29 2015

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RPGamer Sun Nov 29 2015

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Guild of Dungeoneering is a game by Gambrinous, purchasable here at GOG for $15 or from other outlets seen on their website.

TechRaptor Tue Sep 29 2015

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COGconnected Tue Sep 29 2015

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Guild of Dungeoneering is a cute little card-based RPG that pits you—the chief of a dungeoneering guild for losers—against a host of obstacles...

Forbes Sat Aug 29 2015

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Guild of Dungeoneering by Gambrinous offers one such twist. Your adventurer explores the dungeon as with most games, but instead of controlling the adventurer,...

CGMagazine Fri May 29 2015

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HPP reviews the Guild of Dungeoneering Ultimate Edition now that it's finally come to the Nintendo Switch. Still a ton of fun, but not quite...

Hey Poor Player Wed Jun 29 2022

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The Ultimate Edition lands - Gambrinous has revealed that it's bringing the adorable hand-drawn dungeon crawler Guild Of Dungeoneering...

Nintendo Life Wed Jun 29 2022


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