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Reviews for "Guild Dungeons"

sad that i cant play this game anymore , use to enjoy it alot

i have an idea, when you point at a resource, it could show the amount on the description bar...

Really enjoyable game, though a bit difficult to play. I'm not sure if this is a problem that is happening because of the discontinuation of flash or if the game has always been like this, but the numbers and letters are so squished together that it makes the numbers and words pretty much unreadable outside of menus.

I doubt any of the few people playing this anymore would know how to fix this, but if you do please let me know how.

I thought I'd have to rate this a 4 or lower, because of the intro message. However after playing I see that it's a really fun management game! I love these types of games, however it does get a bit repetitive, so just bear in mind it can get you into a rut sometimes.

Great game, especially for a first time! The resource clickfest was annoying but overall I enjoyed the game and reading the battle reports. I never personally lost any battles but after reading comments from those who did, I think future games need some sort of retreat option. Either let the player specify how many troops to lose before retreating, or let the player watch the fight and choose retreat manually.

Comment for players wondering what size force can win, I won the last fight with 1000 knights, 300 Clerics, 50 Mages, 800 Gnomes, 500 Warriors, 100 Boggins. Cinnacat was the leader with White Staff and Cave Harness, the minor heal all spell was in effect (4 leaves), and the gear included healing potions, dogs, warhorses, whetstones, ammo, along with rope/map/lantern/feed and backpacks/mules/wagons. I am surprised I did not lose a single troop in the last fight since comments below show players used much larger forces and lost.

I wonder if the larger forces people lost with might have had issues with combining knights and clerics with slave/gladiators or thieves?

Hyptosis responds:

Great ideas!