



On the game world itself, the game has an ace up its sleeve the player shapes the dungeon they traverse. There's a simple, but beautiful hand-drawn quality to the game, which invokes memories of doodling epic fantasy campaigns on the pages of a school notebook. The animation style is sparse but effective, with just enough detail for players to get invested in the game world but also leave a fair amount up to the imagination. The graveyard shows all your previous characters - I will avenge you, Anuss! The game offers a random deck of cards ahead of each encounter, meaning no encounter happens twice, keeping the player on their toes.Ī smart move deployed by the game is players being given the chance to customise their player in their guild before sending them out on an adventure, and pulls off a move seen in the likes of 'XCOM' - you become attached to your characters and feel a pang when they die. 'Guild of Dungeoneering' is the perfect example of an indie game limited resources gives way to boundless imagination and creativity, and pulls off a great act you may not think you want to play a turn-based dungeon crawler with a cards system, but the game does such a good job of introducing every element that it sucks you in. The rogue-like genre, made famous by the likes of 'FTL', 'The Binding Of Isaac' and more recently, 'Returnal', is perfect for honing that impish "just one more go" mentality, and 'Guild of Dungeoneering' has it off to a fine art. This is a phenomenon that 'Guild Of Dungeoneering' captures beautifully. You may have other tasks to complete or have a report due, but a game is tempting you to give it one more spin before you have to face reality again. It's one of gaming's great pleasures the idea of giving a level 'just one more go'.
