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Reviews for "Guild Dungeons 2"

Its a great game,but it will be even more awesome if there were a speed up button to speed up the game speed.

great game game, i loved it! tried to beat it in one sitting, but i fell asleep :D just finished it.
haven't played the first part just so you know.

i crushed everything with a force of
250-500 henchmen
50-100 monks (healers before research unlocked)
80-200 bogginrogues (cheap )
100-220 brutes (very cheap) succubi would work too
60-180 berserkers ( cheap )
200-300 archers (cheap)

here are my tips:

now here's the big one: sending quests out is extremely tedious, when you're doing alot of them as you are expected to. mindlessly repeating quest input from memory is not a fun way to spend (alot of) game time. there are many possible improvements, like
1: being able to save standardised setups for certain quests or in general.
2: simply save the previous setup for the next quest so the player can modify at will.
3: (first screen) some type of hotkey for 'select' when clicking unit types to add to party, or doubleclick=add
4: (third screen) when selecting how many creatures to send out on the quest, the default should be MAX instead of 0
5: the grid for units and items in their respective screens is kind of confusing. ordered lists and headers would be nice.

you cannot cancel a quest once it's on the way :c and you cannot see the quest page when a quest is underway. also the quest name is not in the report.

at the start i didnt know what to do. i didnt know how to get startup resources. i didnt even know how to use the market! market is clearly the most important way to get resources.
it's kind of hard to get wood/stone otherwise until you get to farm quests levels over and over and over(and the wood one is extremely deep into the game)
unclear what to do in other ways too. i didnt know how to use the drainstone, let alone any recipes.
i didnt know that research could help mitigate negative quest events until i got the (too long) prereqs for it.

it would be nice to get some kind of enemy strength gauge in the afterquest report, on enemy numbers.
the report claims about being outnumbered appear extremely unreliable so its not clear how strong a force actualyl needed to be. so you just overkill with hundreds of guys while you really dont need to.

when i figured out to turn off taxes for growth, i saw population growth is extremely slow. i thought it would increase with... anything, but it seems to stay the same throughout and that's annoying. some type of high end building/research/spell that stimulates it would be nice.

an economic tab would be nice to review resource income and population happiness and certain events going on.
i looted some artifacts too, but i have no idea what they did or wether i needed to do something with them. couldnt even reread their names in the artifact tab.

you cannot see what the max level for a building is. 0/5 constructed for example, next to the build button would be nice

iron decay due to that one building. it's just annoying that you cannot generate enough iron to to get a net gain once you build the building, and you cannot turn the building off

high end troops are too expensive compared to lower ones, especially casters.
berserkers are the exception, as a mid-to late strong guy that's relatively cheap
all those other strong guys just dont get near as cost efficient as the small ones.
minotaurs and wovles are just too tedious to produce in large numbers, and the stronger lategame
creatures that cost gems/mushrooms are just simply not viable. why would you slave away on reflecting pool with herb guide+mushroom item for almost 1 caster per tediously set up quest, when you can just pump out archers 100 at a time :( i wanted to get casters in my army but it just wasnt worth it.
the mushrooms are just too annoying to get. if there were cheap casters that didnt cost shrooms at least i could use casters and their spells. but really these high end mat-costing troops are just not worth the effort compared to other troops.

it took me a while to figure out the protocol for using the drainstone. i tried clicking stuff in a certain order for a while hten i googled, got extremely confused by spell recipes from GD1, then a reviewer finally gave a gd2 recipe in the correct format so i understood how the combinating worked in the first place. bottom line, if there could be one recipe given to me by default i'd at least know how to trial-and-error.

no alternative to henchmen that i know of, which is kind of annoying. if you think it's important to reserve the creature slot for noncom units and don't want a warriortype with carrying capacity, then maybe at least a high tier carrying unit so i dont need 500 henchmen just to carry the silver ^^

lastly, a few more quests would have been nice, in order to questfarm a larger variety of resources
especially a quest that yielded a worthwhile quantity of shrooms would makea big difference.
as for the end, it gave me the big FU endscreen with no button to 'keep playing' so why does it give resources anyway? :D

all in all i played nothing else for the last 10ish waking hours, so fantastic game!
i hope i helped.

Hyptosis responds:

GREAT feedback, thank you SO much! Very helpful review, I'll take it all into consideration and try to make adjustments!

good game, but,the knight has mustache and beard and woman body

Great game, but i found a bug, after one fight i had "-2" Minotaurs. well... I had to buy 3 to get 1 alive Minotaur.

To help you get mushrooms the code to make the Butterfly Pendent which boosts the chance of finding them out questing is Coral, Coral, Meteorite, Elk Bone, Pearls.