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Reviews for "Guild Dungeons"

Yeah looking at the game i was like "ugh i hate games like this." Then i started playing......... u got me hooked..... proof: been playing for a while now that i haven't gone 2 bed.... it's 5:50 am at the moment =D. Anyways i love how u have put troops linked together in personalities. Really changes it up and can make a player kinda think that if they actually had an army, would they go for brute force loss for gain, or loyalty and honesty is a stronger force than a hammer to the head. It's a really awesome game and maybe u could make another game like it, beef it up a bit more... more options more enjoyment u know. (if u did make another game like it that's awesome....... tell me what it is =P)Just gonna say that lastly, It has been on my favorites after playing for 10 mins.

An incredible game, but might i make a few quick subjestions?

Quests, the variety and need for diferent units was good, but one of the things that really annoyed me is the fact that i never take a large amount of the loot, like the diference between having 20 henchmen and 100 is about 10 stone -_- I also wish there was more variety of buildings, along with a much improved trading system. I can only get one thing at a time? Reall? When will i ever need just 1 lumber?? Not often, and on top of that- the pricing is a little of. One piece of wood should not be equal to one peice of gold, seems a little unbalanced to me.

Overall though, great style, idea, and principle behind the game, just needs some tweks!

A lot of good things, here! Despite the fact that you apparently had very little programming experience, you've managed to make a game that I found to be unique, enjoyable, and immersive. The fact that it is literally impossible to lose and that I don't have to pay close attention to what's going on in the town holds a lot of appeal for me as a nice, relaxing change of pace. Having said that, I do have a few suggestions (I'll try to avoid repeating what others have said, though I agree with most of those suggestions as well).

I, on several occasions, used an auto clicker when playing through this game. I've never used an auto clicker before in my life. There should _never_ be a situation where I find an auto clicker that useful. So, add direct number input fields. Perhaps you could add a time delay depending on the size of the request (ex- buying 1,000 stone takes thirty seconds), but I should be able to do something more interesting as I make that big purchase, be it units, buildings, or trade.

Population. Ignoring the issue of land, it makes no sense that building a hovel would instantly create 10 people. Hovels should increase your population cap, while time and stuff like hospitals, having enough food, and building that cool new arena actually increase population (slowly, over time).

UPGRADES!!!!! Virtually every game in existence would be better with the addition of an upgrade system, or a larger upgrade system, and this game is full of possibilities. Hire more mages to help discover and enhance more powerful magics. Unlock abilities for units (like the gnome X-Ray goggles). Increase your trading speed and get better deals. Assign more people to work in your mines. Level up your heroes. I could go on forever, here.

ACHIEVEMENTS! Not nearly as important as upgrades, but everyone always loves their 'chievos. =D

Your questing system is already surprisingly good, but I would like to see action taken to make it even more engaging. I was gratified to hear that my whetstones helped, but I'd like to see _more numbers_. As in, approximately how many more enemies were slain by my newly sharpened swords? And how many enemies were there to begin with? Showing us all the internal syntax of your questing would make it much more enjoyable. This could be accomplished via more detailed quest accounts, adding some animations of the big battle and wandering through the area, or (my favorite) prompting for _decisions_ to be made in the middle of questing that actually influence the course of the quest (ex- Cinnacat spotted something moving in the foliage! Should he investigate himself, ignore it, or send the thieves in?). This also would make the quest seem more real.

I had an army of thousands of men before I set out on my first quest. There should be key items only obtainable through questing that necessitate expeditions early and often. It's a real shame that I missed out on many of your questing areas because I knew that they wouldn't give any useful loot.

Please consider adding some or all of these things to your sequel! I'd hate to see a game with so much potential go to waste, and I'd appreciate a response to let me know that you got this. I can PM you if you (gasp) somehow miss this input in your 64 pages of comments. (;

Lost the last battle with 500 Knights, 500 Clerics and 500 Mages :(

I like this game. The click rage was a bit frustrating tough.

Would be cool to see the following things in Guild Dungeons 2:

- type in the amount of resources you want to trade
- type in the amount of troops you want to buy
- a button to send all troops into battle
- type in the amount of troops you want to send into battle
- an option to save (best would be autosave to prevent people from saving before a battle)
- background music
- more events with greater impact (like losing 50% of gold instead of a fixed amount as it doesn't matter lose 5 gold if you have over 100,000)
- less income by selling lumber

The income rates of the resources are fine as they are in my opinion, as you can always get all the resources you need by trading.

When I first played this game, I loved it, and would continue coming back to rebuild my city with new leaders. The concept of managing a large city and making your city stronger through resources and dungeon running was fun and addictive, and the idea of research, large numbers of industries, and amassing dungeon groups gave me the feeling that I was truly leading a city. Although I really liked the game, I found some notable flaws that, if tweaked, would make this game even better.

Good things first:

1. Leaders: The leaders are diverse enough to really make me strategize on who the best group leaders would be, weighing in not only their skills, but their attitude. I would sometimes scratch my head, being indecisive on whether I should choose the valiant paladin who despises criminals and slavery, the powerful yet merciless demon, or the city-fearing forest ranger. Even if I felt I made a wrong choice, I could simply go along with the leaders I had and return to rebuild my city with the other leaders.

2. Experience: It can be frustrating to start all over with no money to your name, especially since there isn't really a save feature. However, experience points really helped me get back on track, and be able to experiment with new things.

3. Troops: I really enjoy the importance of choosing the right group members for a dungeon run, especially with the leaders available. Though a few are frustrating to get, that makes it much better, as it stops players from immediately becoming powerful when a game like this calls for patience.

4. Dungeons: Scouting dungeons is really helpful when I need to prepare, and managing my inventory and equipment really brings in the strategy I need to consider in the expedition; anything can happen, but I won't be able to be prepared for everything, making item management important.

Now, to the flaws:

1. Trade: Trading is actually pretty tedious, especially when I have large amounts of resources I don't need. It's a small thing, really, but I'd rather type in the amount of lumber I want to sell out of the 100,000+ I already have instead of clicking on the sell button as fast as I can.

2. Industry: My main issue is the number of buildings I can possibly have for my city; not the fact that there are single building limits at times (I believe that's a good thing), but the fact that I can have over 1,000 lumber mills seems unrealistic, regardless of whether it's a fantasy setting. Being able to have this many buildings gives me too many resources for me to use, and easily lets me become extremely rich with little effort.

3. Events: I love the idea of disasters to ruin the city and events can help it, just one of many details that you add that really makes me enjoy your games. However, this is also one of my biggest complaints. These events aren't as disastrous as they should be, nor as helpful; it doesn't really matter to me when I get cheated out of 100 gold when I have a treasury that's almost 1,000 times bigger, nor am I especially happy when a festival brings in 10 more visitors to my population of 1,000 people. I think other disasters such as fires, earthquakes, droughts, and riots should occur a bit more frequently (not so much as to cause absolute chaos) and create more destruction, such as the destruction of homes, farms, or mills; hell, you could add a wizard that just wreaks havoc for no good reason. Also, there should be events like tournaments, magical conventions, and other celebrations to bring in not only citizens and gold, but also some troops, like warriors, mages, orks, or knights. Make disaster more disastrous and celebrations more, well, celebratory.

Sorry for writing such a long review, but I really wanted to put my word in about this game; I love it that much. And with more changes, I hope to enjoy playing more. (Crossing my fingers for Guild Dungeons 2!)

Hyptosis responds:

Thanks for the fantastic feedback, I read all of it and it's very good. I'm working on Guild Dungeons 2 right now actually!