The first indication of how special this game is comes in the form of a truly charming style settings, characters and all animations are rendered in a hand-drawn scribble. With this in place, a first explorer also arrives and gives the player the chance to leave home and navigate a first dungeon. From this point the player’s sole objective is outlined, and the game commences without wasting a moment more.Ĭards are employed instantly and players are granted a first ‘Barracks’ card with which to break ground on their guild. Sound like a lot?Ī storybook introduction explains that the player has been the victim of some rather unfortunate guild-shaming at the hands of the mysterious and prestigious ‘Ivory League.’ Spurred to determination by their wretched teasing, the narrator explains how he resolved to craft and expand his own guild. The gameplay comprises a unique blend of tactical card play, dungeon crawling, castle building, character progression and, last but not least, turn-based combat. To attempt to categorize this game in just a few limiting genres would be an immense disservice from the off. It’s fortunate, then, that the developer has allowed his game to venture out into that harsh world with as much boldness and creativity as the explorers in his wonderful Guild Of Dungeoneering. For Gambrinous, a Dublin-based studio run by Colm Larkin, such a task could have been a daunting or even disheartening one. One of the greatest difficulties facing any indie developer is that of making games that stand out amidst the ever-growing sea of titles boasting budgets that could make even some Hollywood directors blush.
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