Be a Supporter!

Guild Dungeons

rated 4.07 / 5 stars
Share Links:
Adventure - RPG

Credits & Info

Oct 1, 2011 | 5:23 AM EDT

If you liked this, check these out!

Author Comments

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

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

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.



Rated 5 / 5 stars

finally beat it.

i finally beat it. took me a while because i misjudged the ranged units. it seems no matter how many nonranged you have, you just get shot down if you dont have enough.

i assume it has 2 factors for victory. one is melee, and one is ranged *magic may also be a factor.

also what determins the power of your melee and ranges are multipliers or stackers. such as the warhorses, and the equipment, not to mention the magic. so in all it was good, though hard to figure out how strong you had to be. i had 200 knights, 250 gnomes, 1300 warriors, and 80 thieves and lost to the last boss. later i went in with 300 knights, 800 gnomes, 1800 warriors, 400 rogues, 100 thieves, 12 clerics, 5 hedge mages and every boost i could get *including hasted arrows* i won.

i really stinks when all of your units die, though the exp helps you get it back really quick. i had 680,000 exp when i won. if i had lost all my units i could have restarted and gotten most of it back pretty quick.

the main issue i had was with mushrooms and gems. i couldnt find a good way of getting them besides trading for gold. and as everyone has stated before, the trade menu is a tad slow, though this makes it last a bit longer, its not less fun because it takes longer, i would have cheated SO bad if it worked faster. buy buy buy SELL SELL *now has 2000 gems mushrooms and fruit* (really the only things that are hard to get in bulk for units i used)

so for what it is i liked it, it wasnt TO hard, and i like broken games, i abused the heck out of it and had fun. thats why i like going on newgrounds, its not so balanced that i have to do it one way for maximum efficiency. it had lost of roads to victory.

oh for people who want to power game. spend your first hour building nothing but hovels and woodmills. you get exp every time you get taxes equal to the amount you get in gold. 1/10 of your population. i was getting 4000 exp every taxday. PLUS you get lots of gold and silver to buy more woodmills and the woodmills give you more hovels that increase your population. spend an hour doing that. and you should have WAY more then enough exp to restart and immediatly buy a keep. using the knights and such you can start blowing the snot out of the stronger dungeons and get gems. using the gems you can get your hands on some good equipment and take on the dragons, i never found a dungeon that gave me mushrooms. but thats how i avoided buying 5000 stones, your exp = all the base resources that arent food and gems when you start. so i start with 600,000 stone. as well as gold, silver, wood, and iron. pretty easy to get an army from that i think. just a lot of clicks.

thanks for the game! it was fun!!!

People find this review helpful!
Hyptosis responds:

You bet, thanks for the feedback and observations. Your tactics are similar to mine when I test the game. There is 1 dungeon that give good mushrooms counts, UP TO 50, but it's random, it says in the description, or maybe the scout report, that there is a lot of fungal growth there. But the dungeons are semi random, sometimes they don't show up and this changes roughly every 10 minutes.

I should have made more mushroom dungeons for sure.


Rated 3.5 / 5 stars

Fun enough to start, but

there are just some balance issues that need to be worked out.
Things I enjoyed:
Seeing my town grow into a thriving city.
Leaders interacting with the army's success.
The whole warcraft-esque building/unit training system.
What I would've liked to see:
Stages of armor/health upgrades for the entire army, rather than just the hero.
A more detailed after battle report. This was especially annoying... I didn't mind that it sometimes repeated itself (they fought like warrior-poets) but it really needed to give an estimate of the troops my army encountered/killed. Because of this, I HAD NO FRAME OF REFERENCE FOR THE DIFFICULTY LEVEL STATED ON THE MAP. Did I suffer few losses because of my troop composition? Because I had the right equipment? (torches, rope etc) Or was it because I was sending 80 troops against an army of 5?
I got tired of it when I saw that the difficulty (at least at the lower levels) wasn't necessarily correlating with the loot i received. I was even at a negative profit when I raided the pirate place... mules, backpacks, feed, ropes to scale the walls etc ended up being 2500 silver, and i only came back with 14g and some stone.
Anyway its a fun game, I just got frustrated with the things stated above. I was going to go back and play some more to see if it's different at a higher level, but all of my buildings, research, troops, leaders, and crafted stuff are gone.

People find this review helpful!
Hyptosis responds:

Well, I set out to make the game be somewhat vague on purpose, like, I wanted the players to discover what heroes had what issues, some heroes will kill your own men, some men won't work well, etc. But ultimatly I think you're right and stuff is too vague. I know that kind of game isn't for everyone, I just didn't want to make boring fact lists like every other game. It was an experiment, thanks for the feedback. ^_^


Rated 4 / 5 stars

A few things I thought you should fix

1) when buying troops, could you put the same thing you used on the trade screen, just hold the button and it'll go up automatically.
2)I understand the cost when purchasing the adventuring tools, but why do I have to keep purchasing them when I go onto the missions. I don't know if you did that on purpose or not but that gets really annoying.
3) I didnt realize once i picked my four heroes that I would be stuck with them the enitre time. If you put a note in their I probably didnt read it. so i forgive you on that.
4) Could you put a thing in their to adjust the speed at which the game goes? That'd be nice since their isnt a save option.
5) WHY THE HELL ISNT THERE A SAVE OPTION! the amount of time that you have to play this game, it's almost at the point where it should be required to have one.
6) Mushrooms, I don't understand why the magic users need mushrooms, why not just make them require weed or coke!
That's all I could think of while I played this! Overall good job 5/5 8/10

People find this review helpful!
Hyptosis responds:

Thanks for the reflection on gameplay, I'll take this all into consideration next time.


Rated 4 / 5 stars

An excellent start.

The game is long and enjoyable. I'm fond of the graphics that add on when something is built, and the mechanic of auto-supply works very well. I played this game alongside doing other tasks, as it does indeed take a grand amount of time to progress through the game.
However, I noted that the game seems to have silently divided stages to it, and only the first is provided for. To begin, the random events only pertain to minor gains and losses, and never exceed this random minute pattern. It serves no purpose after the stage of the game where you have built everything, have some resources, and a good 50 hovel/mill/farm. After this, the random events become moot and become pesky as they break up resource flow when you don't notice them for half an hour and can't click them away.
The middle content of the game is gathering an army large enough to send on missions, as mere groups of 100's in troops with plenty of upgrades doesn't seem to get the job done beyond the tiny missions. During middle content, many resources become obscured and greatly lacking is use, to the point where they are just ticking up, never to be looked at again. The trading screen here gains great importance, however even with the quicker tick/trade upgrade that seems to have happened. At this point I have over 200K wood I wish to sell for gold, and gain it at a rate faster then I'm ever able to sell it with the auto-sell. A system for mass selling 5K+ stacks would be nice, as it would greatly cut away some of the time gap. More upgrades for the town would also be nice, such as stone walls, reinforced stone walls, even more improved mines and structures. Perhaps to a point where everything looks sleek and on the same tech level, even if the gains are diminished. [Because honestly I would like something to spend my hoard of half million+ iron,stone,wood,meat, and cheese on.]
If it was not for the Gems and mushrooms that are hardest to obtain, and are the main plunge of my gold supply that keeps me attempting to sell other material to add to it, the game would lack a certain feel of accomplishment.
Regardless, the third stage of the game is where i have hurt my hand clicking on hovel [and other units], to the point where I have 10K plus of them, and wish there was something akin to mountain homes [because there is room for them graphic wise] That cost insane amounts of resources but give 1000 population. [another time gap filler] would grandly help for those with more limited patience.
I have no qualms with the hero system, though sometimes it feels they are merely fluff and nothing more when throwing armies of 20K plus at an event. The other note is that; with such a massive population, should my food supplies not receive negative ticks, to balance out some of the gain from having such an insane population count? If eventually the graphics updated [though I have no complaints about them] Upgraded from middle ages, to industrial, to modern, to imperial, to space age, and then future age. It would feel much more engrossing and satisfying then what the game currently is, even though it is definitely in the bracket of "good" but not without its severe and heavy building blocks of potential. The game could be so much more with a minor survival setting for the town, increased upgrades for troops and buildings. [perhaps a cap on building limit for all of them] and most importantly, resource dumps and extremely high quantity trading.

In finish. I like the game. I am -still- playing it to see if I can get farther. Finished all the upgrades so far, and spend my time buying more clerics, knights, and henchmen. I hope you continue this endeavor and expand upon its strengths while turning its weaknesses into stronger mechanics.

8/10 for excellent game with potential, and minor grievances.

People find this review helpful!
Hyptosis responds:

Thanks for the detailed and thoughtful feedback, you rock.


Rated 4 / 5 stars

Fun idea, but execution is rather sloppy.

I mean, the little animation of your town is neat, but the actual sending out of units to dungeon-crawl is an absolute negative-sum game. Units sent out quickly die unless they have proper equipment, which is ludicrously overpriced and charged again every trip it's used on. Every successful quest only brings back a fraction of the stuff actually found unless you have an army of thousands. It quickly becomes apparent that they just aren't worth the effort or expenditure.
The trade system ended up becoming the only thing I spent real time on because the prices listed allowed me any material I could want, so long as I had the patience to buy it one unit at a time. For example: because there is nothing to spend cheese on, it quickly accumulates. I had 900+ pieces of it before I could spend it on anything because the units which eat it (and only once- they have no constant upkeep!) were unbuyable until I had the right buildings.
Alright, we'll play it your way, game. Time to break the system.
Assume I have 750 cheese wheels. Each of those sold gives five gold. Every gold piece sold gives 100 silver. And 50 pieces of silver buys a new unit of stone, while every ten pieces of gold buys a new unit of lumber.
750, times 5, times 100, divided by fifty. That's a lot of stone. Iron costs as much as stone, and Lumber gives you similar numbers.

Ultimately, the factor which is supposed to make it stand apart ends up becoming vestigial because too much is required for too little, and as a result the player will inevitably fall back into just simple trading mechanics.

8/10 for potential, but poor balance.

People find this review helpful!
Hyptosis responds:

Thanks for the feedback, I'll try to do better next time.