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Reviews for "Guild Dungeons"

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.

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. ^_^

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

Hyptosis responds:

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

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.

Hyptosis responds:

Thanks for the detailed and thoughtful feedback, you rock.

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.

Hyptosis responds:

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

add save

if you add save it would be 8/10 i was 2 dungeons away from beating the end of the game boss and now im at square one!!!!!!!

Hyptosis responds:

haha