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Reviews for "Guild Dungeons 2"

This is an awesome game, I just have one small comment and maybe I just haven't found the solution yet. But with the building the, "Foundry" which turns 10 iron into 1 gold per turn. I haven't found a way to counteract this iron mongering building. Nor a way to temporarily turn it off. None of the other buildings generate Iron (with the exception of the +1 Iron one), and the 1 gold it gives you is worth 10 silver which 10 iron is worth 20 silver. so you are taking a loss. and even if you are not concerned about the loss, and just want the iron. if you leave it on for any amount of time, you will eventually go to 0 iron and you have to wait 10 turns before it hits 10 and then makes 1 gold. So anytime you want to buy a building with iron, you have to purchase the amount you need each time with silver. In Essence no way to stockpile Iron. Am I missing something that would remedy this. It just doesn't seem worth the 1 gold per turn.

Other than that, AWESOME and fun game.

Thanks for the great game Hyptosis
But I have to agree with other people on a few things:
1)drainstone. While some spells like Black Swords were obvious if you read the stone descriptions, others(that require 2+ elements) are hard to find(I haven't found them yet). Not to mention that confusing moment when you are trying to find use/activate/craft button when there is none. Shamefully it took me 5 minutes(and would probably taken another 5 if there was no quest at the moment) to figure out that they're simply remain active when you leave the panel(it also was made problematic by the fact that quest reports aren't always displaying all effects used in calculations).
2)mushrooms. Hard to get resourse that you can't buy and are unable to farm effectively(I was able to get a steady max of 3 if I remember right, but that was simply pathetic). Not to mention that they aren't worth of their time since units that are opened through this 3 buildings or require mushrooms to train are not very usefull(or outright useless compared to monsters of cost/efficience such as berserkers and some other troops).
3)troops. See above)) But I might add a little point. We need more differencies between troops(almost all rogues look the same). If there are 3 skill columns and a lot of perks why not mix them up so people are driven to choose?(of course it's easy to talk from here, but the game really needs to be rebalanced in this regard).
4)leaders. Cinnacat, Ivy, Ern, Rothus, Mina, thank you for your assistance. And Lanneth and Asher were my patron gods:) But other 3:\ Leaders and equipement(it's really bad(in regard of how I felt when I was sending my troops) that I can't give them ALL equipement(even if it would have turned out unneeded and too costly)).
5)tax system. Not that I felt any shortage of resources, but I also haven't felt any significant difference between taxation levels(+ a little annoying moment that your income is counted only once in a minute while population is growing/falling all the time. Simple switch between o to soul devouring taxing and back for last seconds before harvest simplifies it too much. Even through it consumes your time. Every change in taxation system has to affect your stats for a few turns ahead and take time to do).
6)events. We need more of them and they need to have more of an effect on how things go. And they don't need to pause income turns:\
All in all it would have been great if GD3(or update/patch for this one) would feature a little tutorial for new submenus like drainstone(mostly I still have to figure it out), more events and their influence, rebalanced troops and harder, meaner and more complicated battle calculator that takes leaders(and their artifacts), equipement, drainstone runes and troop perks over their high quantity and over up-ed skills.
Can't say anything against Foundry after a few trips for the black dragon(ok, maybe only that it works too slow and I don't know how to get rid of 100500whoknowshowmore iron). Same amounts of other resources(except mushrooms:( ).
P.S.: what is relic vault doing(and how)? Do I get troop types from quests?(I've sent Mina(or someone else) and quest report said something about help from wolfmother and then I've got Black Wolfs). Is there a storyline for quests that require apropriate leaders, troops, equipement, resourses(moss, gems and some others have this in description) to progress through repetitive returns to same locations that reward you with not only relics and recipes, but also something more? Are relics and recipes "luck" loot or they have conditions under this "storylines"?
Once again thanks for the great game and sorry for my English level(and amount of nonsense my comment might have).

Great game, good interface.

Two recommendations:
-Make mushrooms less difficult to obtain
-Move the "reset" button away from the selection button when picking a team for quests

It's kind of difficult to grasp the usefulness of each units combat stats' when you never see what those effects have on a battle space. even a small repetitive animation system would have at least relayed SOME useful info on your units abilities in practice,

but that's just a minor complaint, overall amazingly fun game, looking forward to (hopefully) guild dungeons 3

i am trying to play this game, but it's just turning out very poorly for me... maybe i am missing something, because everyone else seems to love it, and because it is likely something i am just not seeing, i can't let my own trouble playing the game lead me to giving a poor rating.

i'm sure a lot of work was put into this, but my problems with it are these...

my population never grows, at all.

i had 20 people, and it quickly just died out... i built hovels, a copper mine, had some woodcutters, a few conscripts as my "army"... that is it.

i tried my best, but every single building i need requires far too many resources that i have absolutely no access to, even from quests, and every mine seems to require the other mines to build, except the copper mine, which serves no purpose on its own.

speaking of quests, i can only go on two... the couple of difficulty 2 quests, because those are the only ones i can succeed at with the few weaklings i have.

i can't even succeed at the difficulty 4 quest.

it seems to completely screw me right from the start, i can't get any food sources, i can't make military buildings so i can get better men to go on better quests so i can actually get some things to help... it seems like everything requires something else which in turn requires the other thing i need to get the other thing, it's crazy.

like i said, maybe i am missing something, especially since others seem to play just fine... but i am literally seeing NO options for myself... also, just to add insult to injury, my town got a disease that slowed population growth... AFTER my entire town had already died out. :/

why does my population never grow? i would think nothing special needs to be built in order for people to know how to reproduce, i had hovels, they had privacy... i had enough space for 40 people, and yet it never grew by even one person, only lowered until i had nothing.

anyway, it looks and sounds like a fun game... but i, for the life of me, can NOT figure out how to even play it, the tutorial could've DEFINITELY been more in-depth instead of just pointing out a couple of things on the list, it would be nice if you had included an optional one that taught you how to raise population, and maybe even lead you through building a few things, just to get you started and teach you the basics.

i can understand a trial and error style of gameplay, but the thing is... i'm only getting the "error" part of that, and there is no "trial".

nice looking game, but it could definitely afford to be a bit more helpful with getting us started... i don't expect hand-holding, but it would've been nice to atleast be given some hands to work with.