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Reviews for "Guild Dungeons"

NO imaginary help?

you went to art school, yet there is nothing with art in this "game" the concept is not bad but everything has to do with reading, sorry i dont like the game

i know it is your first, but that doesnt mean you deserve a 10.

If you can make the game concept, and upgrades etc, with a moving picture of your troops collecting etc this would be a much greater and fun game.

I was thinking this more like age of empires, or age of mythology type of game.

Hope this helps.

ps im not trying to troll or be mean, its just that as a game designer you have to have in mind what a gamer wants to see, and myself as a gamer dont like to read without any acction.

Hyptosis responds:

Lol, just because I 'went to art' school doesn't mean I don't appreciate text games. And it certainly doesn't mean I should avoid learning how to program. Lots of players really enjoyed this game even with it's obvious, and stated before hand, flaws. It's cool you don't like it, I don't like 99% of games made today. But don't assume everyone disliked it.

Great Potential!

I love the games concept- a cross between SIM/Strategy/RPG. In a way, it reminds me of the Quest system from Final Fantasy Tactics, but expanded into a possibly terrific game.

I think most of the criticisms are pretty valid- I realy wish I could save. Secondly, I currently have 45000 wood and 3 gems. I made myself some dinner and ate it with a rubber band wrapped around my mouse to sell off some of the wood excess so I could buy a couple gems and mushrooms, since adventuring for them turns up so few. After eating, I had made enough gold to buy about 15 gems. This = broken, but it's been made pretty clear by everyone.

No matter how many boggins I have (400? 750?) it never seems like enough for missions that have ranged enemies. Maybe some icons describing the threats of an area? A little bat for flying enemies, a little pork chop for "Food available."

Balance Issues: I made an army of over 3000 people but didn't have the resources to make a single magic user. I adventured for HOURS today and got enough mushrooms to create a handful of cultists who were immediatly killed in the first mission I sent them on. I think you need to break up the units into "combat types" like Melee, Ranged, Magic and consider having a weak magic user (comparable to the conscript) that doesn't cost any gems or mushrooms. If there's so many "flying" enemies, why isn't there a flying unit? It seems like there needs to be a ranged unit between Boggins and Gnomes....Rangers, maybe?

Suggestions for unit types: Rangers, Falconers (anti flying ranged), Birdmen (Flying Melee), Hirelings (like henchmen, increase found loot?).

I also REALLY wish I could make my own hero, or send 2+ heroes on a mission, or have 2 missions running simulataneously. A spell book would be cool, as well, since I spent about an hour punching in random combinations- how was I ever supposed to figure out the "Magical Raccoon Companion" spell without just clicking randomly for hours? Magic needs to be expanded- maybe it consumes a resource like Gems when you cast spells, and gems are easier to get in general? Or are produced in mines randomly?

From a game-play persepective, I think it'd be more interesting if you started on a continent and had to accomplish some task there (beat the local evil lord, free the larger city) before advancing to new, more difficult continents. This game has crazy possibilities, and i would TOTALLY PLAY IT ON AN IPHONE if it were better balanced and more interactive. I love this games concept and really encourage you to develop it more. It's probably my favorite SRPG flash game yet. BALANCE. BALANCE. BALANCE.

All in all, this is a great game and I'm sad I have to go to work and close the browser and lose my hours of play. I wanted to kill some dragons.

Hyptosis responds:

Thanks for the thoughtful feedback and great ideas! I'll try to take them all into consideration when I make the next one.

a suggestion to the maker, and a tip for the playe

like someone down below said, save. ask jazza how to do that, or the guy that makes those Megaman X rpgs. besides that, great game.

and for the players: whenever you buy anything in this game, BUY A SHIT TON OF THEM. lumber mills to armor, buy a crap load

1 Major flaw,1 minor, everything else is diamonds

As you've said this is a slow paced game, and it takes time to get many resources. that doesn't matter to me, I loved every last bit of it! The battle descriptions, the little animations, the heroes, everything! However, for a game like this, save is 100% necessary! Even the little gnome glitch means nothing to me, everything I like except for NO save! However, I feel confident that you'll learn how to . Oh, btw, every time I played and restarted my experience has NOT been saved, which is upsetting (tbh, if it wasn't for the fact that the experienced wasn't saved, I would've overlooked the lack of save.)

I liked it

a few suggestions, some that may have been already made, like saves, but lumber is worth too much in my opinion, i bought lumber mills sold the lumber for gold, and used the gold to get silver, then bought more lumber mills etc. when some stuff that was harder to get cost relatively cheap in comparison. being able to trade more than 1 of a resource at a time would have been nice also, overall a great start, i lost a few battles for lack of range, i wasnt sure which units were ranged sometimes at first, so maybe a clear label on units to their types/strengths etc. also i almost went straight to the final mission as using lumber to provide me with about 100000 population made getting gold easier then doing quests for a small amount. one more thing being able to hold doen the buy units button like the trade buttons would make building the armies easier, or even entering how many you want. sorry if these are repeats of other suggestions, im too busy too read em at the moment.