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Reviews for "Guild Dungeons 2"

I'm sorry, I know that all of you put loads of work into this game and it really is a very "complete" game. However, it didn't feel that way playing it for the first time.

First you give about 5 instructions, then you have to figure it all out. There is too much for that kind of tutorial! I mean there are 20 different resources and you have no idea of how to get them or what their purpose is. It took me a long time to even figure out that you could trade silver for goods because the button that allows you to do that is tiny.

So you start and have no idea what to build first or how to build it. When you figure that out, you have to remember obscure recipes in order to buy buildings.

"okay, 50 tin, 10 wood, 20 iron, 5 stone. Or wait... was that 10 tin and 50 wood? How much iron did I need again?" That happened almost every time I entered the store. To buy anything, the player has to go back and forth between the houses and the trading center. It's very frustrating.

Then the quests have extremely obscure difficulty settings. I mean, ranging from 2-300. The player has literally no idea what the difference between a 2 and an 11 is, let alone a 2 and a 112. I was beating a 2 over and over again, built up my army by about 3 times, added some new much more powerful troops, tried a 7 and failed. Lost all of my troops. Now I get to start over! awesome!

Then in the town, there are so many things that can go wrong with the population, and there is a different way to fix every situation. Instead of having rats and bats and assassinations, disease and robberies and all that stuff, why not just have one variable for "civil unrest" and then a few different tiered buildings to deal with that. Instead, the way it's set up now every time something goes wrong you have to go to the store, dig through 20+ houses to find the ONE that will do the job, remember the recipe for that, go back to the store, purchase all the correct ingredients, then go back to the houses and purchase that one store. If you have enough. In the beginning, you don't have enough. Unless maybe you've already played through this game before and have a good understanding of how everything works, you won't have enough resources.

It's just too complicated. I mean I haven't even mentioned the Heroes yet. Frankly, I played for about half an hour and had no idea what difference they made.

This game was just frustrating. As soon as I thought I understood one thing, something else went wrong. When I figured that out, the first thing I understood was weaker because I needed to neglect it so I could figure the second part out.

Like I said, I know you put a ton of work into this game. I know it's massive. I can only just begin to comprehend the amount of intelligence went in to coding something this huge.

Still, I think it would be a bit more enjoyable if it was more simple. I mean, 20 resources? It's just too much to balance.

Thanks

Enjoyed playing, a great time killer, but I wish there was a way to save quest settings. Three screens is a lot when you have to repeat a quest multiple times (takes forever to get enough shrooms for the Wizard's College).

3.5 stars, mainly well... Its mostly good but there are a few small complaints I have.

1)needs more music, for the several hours I played, I got sick and tired of the same loop over and over again. An other option is to turn just the music off, and possibly have a link to radio rivendell for thematically correct music.

2)I would like to have more information about quests, maybe a little animation of the creatures doing their run, since right now I have no feedback on why the party failed. You have all these little things such as the filthlings will hit 3 units instead of 1, but that seems to be abstract data without knowing how things are going in a mission. As is, a difficulty 2 mission I can complete with 10 conscripts and 5 henchmen, but the difficulty 4 mission fails with the same amount of troops, plus 10 of each scrappers, monks, hunters and sneak thiefs. Without better feedback, I can not say if I had an issue with party makeup, or there are just not enough.

3) Research seems weak. I take the time to build all those buildings, but in the end, all it lets me do is buy more items. From the research tree, I should be able to improve things. Possibly just selecting an existing item/creature/building, and having it researched to unlock potential improvements for a wide variety of things. IE researching a scrapper could lead to HP upgrades, or researching a Mine could lead to improved efficiency.

4) There are things that happen in town automatically, making assumptions on my part. With the wonderful Children of Brinn, I know you can craft a good series of scenarios from simple options. Having some of these available for certain scenarios would be nice.

5) I can not find a single recipe for smiting. I have no clue with this, so a little hint would be nice.

Over all a good game, a nice improvement over Guild Dungeons, and with a little more polish and expansion to it, I can see this game being worth money, and even sold on GOG.com

I want to like it but overall it's vague and clunky. I can understand experimenting to make certain items, but there should be a better idea of how to equip your troops. There should be a sell all/buy all button in the market. There is too much clicking when putting together a party for a quest, and for hiring troops. Lastly, how the F*** do you turn off the foundry? I'm sick of buying iron for something because the foundry has used it all and then buy the time I try and use my iron the foundry has used it again so I have to buy 1K iron just to get a chance to do my thing.

Quite a boring game. The options are great, but the resource generation time is a joke. I know you were aiming to create a slow experience, but this verges on asinine.

No game should ever make you feel like you'll have two children and a wife, living the dream in a small suburban house with a white picket fence before it's over.

I enjoyed the music, it was soothing, despite being a loop and never really got boring to listen to. I also enjoyed the art style and the fact that you see your village growing right before your very eyes. A nice little touch.

I didn't like the early game resource costs. It seemed like there wasn't any clearly defined route or path one could take in order to progress. You just had to sell your gold for silver, then your silver for resources and hope you build something, ANYTHING, that worked and helped you out.

The premise is excellent, however and there are very few RTS flash games that are as expansive as this one is. For that reason it gets 3.5 stars from me. It would've got a full 5, had it been a liiiittle bit more polished, with a slightly faster resource build-up and a clearly defined route of progression.

Good work, nonetheless. I'm sure the more patient RTS players out there will garner a mass of enjoyment from this game.