![]() I can play up to three of these, so long as I can find a place for them on the board. I’m dealt a hand of cards, each of which is a room, treasure, or monster. As Gambrinous mentions on their site, “you lay out the dungeon but can’t control the hero”. Okay, so lets unpack the clever idea in Guild of Dungeoneering. This will not happen when you frustrate so many of the people willing to pay to try your clever idea. Your clever idea deserves to be understood, experienced, and appreciated. Sorry, but I really needed to get that off my chest. I am going to shout at you, because if you haven’t done what I’m about to shout at you, you deserve to be shouted at. I’m going to write this in all capital letters, not because I’m shouting at you, but because, well, you know what? Screw it. I furthermore may not understand your clever idea. You’re the men and women who make my entertainment worthwhile!īut please remember that unlike you, I haven’t been playing your game for months. In a sea of non-clever ideas flowing daily from the gaping unstoppered spigot of Steam’s new releases, your contribution is greatly appreciated. While humming the theme to Guild of Dungeoneering, I’ve written this open letter to developers with clever ideas.įirst, allow me to thank you for your idea. “This is the guild of dungeoneering, something something never fearing!” It’s frustrating that I love the battles, but can’t parse the context in which they’re supposed to matter. It’s frustrating that they hook me early on with the concept, the pencil artwork, and that adorably plucky mandolin soundtrack and mischievous narration. So it’s frustrating that the folks at Gambrinous have created a clever system of pulling an adventurer through a dungeon without explaining how the adventurer is pulled, or how he levels up, or the significance of the cards I’m dropping to build the dungeon. How does this work? Why did that happen? How do I accomplish this? When will I be able to accomplish that? Why does this work that way? I was a cheerleader, but now I’m a pernicious child pestering the developers, wanting to see under the hood, wanting to wring from them everything they know about game design, wanting to min/max not the gameplay mechanics - that comes later - but the experience. The answer to each question should make me want to keep playing. ![]() Now the folks who made the game have to earn their keep. But once I start asking questions, the honeymoon is over. As long as it doesn’t screw up early on, I’m an easy cheerleader. ![]() Going into any game, indie or otherwise, I’m rooting for it the moment I start playing. I’m curious to a fault and inherently supportive. It’s easy enough to make a game that draws me in. Come for the presentation, stay for the slick gameplay. Imagine Card Hunter minus the grinding and drawn-out tactical battles, but cuter and with that soundtrack I can’t stop humming. Dungeon spelunking as deck-building, with sleek card-based battles and longer term unlockables. The clever gameplay got its hook into me quickly enough. Yes, please!Īnd from the moment I booted it up, I’ve been chronically infected with the earworm soundtrack (“This is the guild of Dungeoneering…something something never fearing!”) and won over by the precious pencil-on-graph-paper aesthetic. A turn-based rogue-like in the same vein as free will RTS Majesty? Someone out there has my number. As developer Gambrinous explains on their site, it’s an exploration game where “you lay out the dungeon but can’t control the hero”. I love the idea of Guild of Dungeoneering.
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