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Uploaded
Oct 1, 2011 | 5:23 AM EDT
  • Daily 2nd Place October 2, 2011

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Author Comments

*EDIT*
Wow, thanks so much for the front page NG, you guys are way too kind. ^_^
*EDIT*

If you guys have any questions, I'll answer them. Just let me know. ^_^ There are bound to be a few typos and some bugs, just let me know if one is super bad and I'll go fix it. This is mostly just for fun, don't bang me up too bad. :P

UPDATE --
Fixed a bug that made it so that you couldn't buy gnomes sometimes.
I've uploaded a new version, I lowered the costs of gnomes some, so that they can be used for ranged support more easily. I also fixed a few small bugs, some of the bigger ones I haven't been able to repeat yet.
I increased the trade speed a tiny bit.
I also fixed the issue of transferring men to fight. If you start to send 50, and then decide to send all, the 50 you manually sent will be lost. This is fixed in my new upload, but it might not take effect yet. So be warned.
Fixed the loot screen so that it tells you how many knights died, and how many mushrooms you bring back from missions.

Q: No save?
A: nope, as I said in the startup of the game, this was really a big learning experience. I didn't/don't know how to handle a save file for a game this big. Next time I will know how I promise, but this game was just way to big to do a proper save on. Now, your experience is saved, and it gives your extra money when you start up again. So you can easily get caught back up in just a few minutes in most cases. Sorry for this minor inconvenience, but I just didn't prepare to make a save function for this game, and it got a lot bigger than I'd originally planned. Thanks and don't get too mad please. :D

Q: There are some clipping errors on the sides?
A: NG only allows a max size of 700, and I made my game 750, so I don't know how to fix that. The flash file is being distorted some. Hopefully it won't be noticeable to all of you though, but I noticed on one of my older machines in IE. Not in firefox or chrome.

Q: Where do I get money and silver?
A: Increase your population, you tax your population, so the more people you have, the more money you make.

Q: Where do I get stone? Freaking stone!? D:
A: The best place to get stone is from dungeons. But also the mines generate stone at a steady rate.

Reviews


TheLumberJackOPTheLumberJackOP

Rated 5 / 5 stars

Sir i love this and it's #2 but i must tell you you SHOULD have kept Shiro he was my favorite leader


Hyptosis responds:

Haha, I'm glad you liked him! I'll try to have him return in future games. :P He was actually a character from a comic I made as kid, back in highschool some 15 years ago.


Bluejay1517Bluejay1517

Rated 4.5 / 5 stars

Yeah looking at the game i was like "ugh i hate games like this." Then i started playing......... u got me hooked..... proof: been playing for a while now that i haven't gone 2 bed.... it's 5:50 am at the moment =D. Anyways i love how u have put troops linked together in personalities. Really changes it up and can make a player kinda think that if they actually had an army, would they go for brute force loss for gain, or loyalty and honesty is a stronger force than a hammer to the head. It's a really awesome game and maybe u could make another game like it, beef it up a bit more... more options more enjoyment u know. (if u did make another game like it that's awesome....... tell me what it is =P)Just gonna say that lastly, It has been on my favorites after playing for 10 mins.



Dea7hShadow64Dea7hShadow64

Rated 4 / 5 stars

An incredible game, but might i make a few quick subjestions?

Quests, the variety and need for diferent units was good, but one of the things that really annoyed me is the fact that i never take a large amount of the loot, like the diference between having 20 henchmen and 100 is about 10 stone -_- I also wish there was more variety of buildings, along with a much improved trading system. I can only get one thing at a time? Reall? When will i ever need just 1 lumber?? Not often, and on top of that- the pricing is a little of. One piece of wood should not be equal to one peice of gold, seems a little unbalanced to me.

Overall though, great style, idea, and principle behind the game, just needs some tweks!


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Someguy3141Someguy3141

Rated 5 / 5 stars

A lot of good things, here! Despite the fact that you apparently had very little programming experience, you've managed to make a game that I found to be unique, enjoyable, and immersive. The fact that it is literally impossible to lose and that I don't have to pay close attention to what's going on in the town holds a lot of appeal for me as a nice, relaxing change of pace. Having said that, I do have a few suggestions (I'll try to avoid repeating what others have said, though I agree with most of those suggestions as well).

I, on several occasions, used an auto clicker when playing through this game. I've never used an auto clicker before in my life. There should _never_ be a situation where I find an auto clicker that useful. So, add direct number input fields. Perhaps you could add a time delay depending on the size of the request (ex- buying 1,000 stone takes thirty seconds), but I should be able to do something more interesting as I make that big purchase, be it units, buildings, or trade.

Population. Ignoring the issue of land, it makes no sense that building a hovel would instantly create 10 people. Hovels should increase your population cap, while time and stuff like hospitals, having enough food, and building that cool new arena actually increase population (slowly, over time).

UPGRADES!!!!! Virtually every game in existence would be better with the addition of an upgrade system, or a larger upgrade system, and this game is full of possibilities. Hire more mages to help discover and enhance more powerful magics. Unlock abilities for units (like the gnome X-Ray goggles). Increase your trading speed and get better deals. Assign more people to work in your mines. Level up your heroes. I could go on forever, here.

ACHIEVEMENTS! Not nearly as important as upgrades, but everyone always loves their 'chievos. =D

Your questing system is already surprisingly good, but I would like to see action taken to make it even more engaging. I was gratified to hear that my whetstones helped, but I'd like to see _more numbers_. As in, approximately how many more enemies were slain by my newly sharpened swords? And how many enemies were there to begin with? Showing us all the internal syntax of your questing would make it much more enjoyable. This could be accomplished via more detailed quest accounts, adding some animations of the big battle and wandering through the area, or (my favorite) prompting for _decisions_ to be made in the middle of questing that actually influence the course of the quest (ex- Cinnacat spotted something moving in the foliage! Should he investigate himself, ignore it, or send the thieves in?). This also would make the quest seem more real.

I had an army of thousands of men before I set out on my first quest. There should be key items only obtainable through questing that necessitate expeditions early and often. It's a real shame that I missed out on many of your questing areas because I knew that they wouldn't give any useful loot.

Please consider adding some or all of these things to your sequel! I'd hate to see a game with so much potential go to waste, and I'd appreciate a response to let me know that you got this. I can PM you if you (gasp) somehow miss this input in your 64 pages of comments. (;


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AlienHomonidAlienHomonid

Rated 4 / 5 stars

Lost the last battle with 500 Knights, 500 Clerics and 500 Mages :(

I like this game. The click rage was a bit frustrating tough.

Would be cool to see the following things in Guild Dungeons 2:

- type in the amount of resources you want to trade
- type in the amount of troops you want to buy
- a button to send all troops into battle
- type in the amount of troops you want to send into battle
- an option to save (best would be autosave to prevent people from saving before a battle)
- background music
- more events with greater impact (like losing 50% of gold instead of a fixed amount as it doesn't matter lose 5 gold if you have over 100,000)
- less income by selling lumber

The income rates of the resources are fine as they are in my opinion, as you can always get all the resources you need by trading.


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