![]() Characters are amusing with big eyes and clad in proper attire for their class. The art style of the game is best described as cute and have a hand-drawn style, almost like a newspaper comic strip. I know with roguelikes there is a luck factor, but sometimes it felt this game relied on the ‘luck of the draw’ too much to my liking, leading to some rather unfair scenarios. I’ve had characters get creamed almost as soon as they enter a dungeon because the cards I was getting had no chance of beating anything. The other thing you need to count on for getting good cards is luck and, well, my luck seems to be horrible at times. ![]() Now the downfall to this is that if you want to swap out loot you may have to give up cards to get new ones which could affect how you do in battle. When you defeat an enemy, they drop loot, and each piece of loot is tied to a combat card, but you have to choose what to take – and you can only carry a certain number of cards. Which combat cards you have in your deck depends on a few things. _ “I know with roguelikes there is a luck factor, but sometimes it felt this game relied on the ‘luck of the draw’ too much to my liking, leading to some rather unfair scenarios.” Health does come back to full after the battle which is a plus. ![]() You need to think and trade blows carefully because your hero has only limited health in each battle. Some cards will have both a sword and shield, plus there could be more than one on a single card. For example, if you are attacked with a card with a sword on it, you need to play a card with a shield on it and/or another sword to make sure the enemy is also damaged in the same turn. Combat cards will be marked with swords for attacking power, shields to block incoming attacks, and magic blasts. ![]() You select one card to play, and the unused cards go back into the deck. When your character ends up in a spot with a monster, the gameplay shifts to a battle mode, where you and the enemy are both dealt three “combat cards” per turn when fighting. So you have to choose and place the cards carefully. You don’t have free control over him or her, and their actions are influenced by your card placement – they might greedily head towards gold, or run into combat when feeling bold. Placing the monster and treasure cards is how you get your little adventurer to move around. Normally you are trying to build a path to, say, a boss or chests to complete objectives. Dungeons have set goals where you try to beat those goals to unlock other harder dungeons and better loot. Once in the game exploring, you are dealt five cards which usually range from dungeon piece cards that you will use to build your surroundings, monster cards that you will place on dungeon cards that have already been placed, and treasure cards which will give you gold. Don’t worry though, because as soon as that character is defeated another of the same class pops up to replace them. Although if an adventurer perishes, they are gone forever and show up in the Graveyard, where you can visit their virtual tombstones. You will also be able to equip them with a limited amount of items that you unlock in your shop with the gold you collect from adventuring. Classes range from warriors, mages, thieves, and even mimes, each with various traits to suit your liking. When you start off in your home base where you will select a character who you want to send out into the world for fame and glory. But will my quest for greatness be successful or be disappointing like an empty treasure chest? Now the game is in full release on Steam and I have the full version to sink my teeth into. I managed to get some hands-on time with an early build that the developer, Gambrinous, had on display. I love a good dungeon crawler as much as the next guy, but something caught my eye at PAX East back in March: Guild of Dungeneering, a unique dungeon crawler based around cards that you are dealt.
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