It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hei,

This game rocks, but...do you have the feeling that something is not completely right with it, but you cannot manage to figure it out?

I am talking about the mechanics.
I find some of the mechanics are either not well communicated or arbitrary. For instance, I can never tell with certainty before the fact what path my hero is going to take when placing certain objects on the map and how many turns he will take to move. Sometimes he can move two tiles in one turn, other times not so much.
This bothered me too, but I think I finally figured it out. From a post the developer made on the Steam forums, the hero behaves this way.

Though there are a few gotchas that can seem odd like what happened to you there. We essentially look at every tile in the dungeon and score it for various things
- distance (in steps not a line, prefer closer ones)
- monsters (prefer monsters of same level, boss monsters even more so)
- loot (likes loot, higher level loot even more so)
- unexplored areas (prefers ones with the fog over them)

Then we pick the best scoring one and head towards it (not always reachable this turn).


One thing that I did notice, that appears to be a bug is this.

It behaves exactly like the developer laid out, with one caveat. It all depends on WHEN you play a card. I watched this movement mechanic follow a treasure I put down on my second card place, then I put down a random dead end for my 3rd card (off of either the gold, or the objective), and the hero changed to head to my objective (my objective being the mimic queen, and my card place being a completely different location again ignoring the gold I placed one room away). Because I changed it that turn with a gold mechanic, and then my third card went down I think the rules evaluating where to go don't take into account cards place earlier in the turn. So if you place a gold down as the second card to change your hero, then third turn you do something lower value than that (as laid out by the developer), the movement mechanic seems to run without considering your 2 prior card placements.

I'm guessing this is a slight bug (otherwise, it seems odd because it drive a player crazy trying to figure this out), but for now the easy fix would be to plan out your turn so your final card is what you want the guy going to, and not earlier in the turn.

Also, from what I've observed, your hero moves 2 turns when it goes through a already explored room. If you have been in the room before, they can go through it to the next one. If you haven't, they presumably stop to search it.
Post edited July 17, 2015 by Twistfox
The pathing the hero takes should be communicated better. For instance, the game could preview the expected path when placing objects on the map (during the process of it).

That the fog is actual Fog of War is very surprising to me; it just looks like eye candy. That is also affects gameplay as described makes sense, I guess, but it's never communicated enough in the game.

These are all reasons why certain game mechanics seem arbitrary to players in the first place. The tile-based map is where the developer could issue vast improvements with some clever tweaks. The duels itself on the other hand are fine and the iconic language of the cards, abilities, and interactions are well laid out.
Post edited July 17, 2015 by leonardmccoy
Other then said bugs I noticed when you try to name a hero the text would jump to the beginning so lets say I want to name the hero TOM- (me starting to type it) T-O..... (jumps to the beginning) M-T-O. Sometimes when I get new heroes and I click okay their portrait will stay up with no visible way to exit out other then to go to the main menu and re-enter the game. Some cards don't show clearly there text- its off screen towards the bottom. Wish there was a more description of the hero types and how to play them (mime) but I view this more of a discover it yourself thing. None of these are game breaking bugs or glitches and I truly enjoy this game =)
the mechanics are different if present, sofar i havent paid much attention to this, these things can be fixed, i am more concerned about the high cpu/gpu usage, i have 2 other adobe air games and these work a charm so obviously the g.o.d game is using something else cause the performance of rebuild 3 and defenders quest is way better.

The window mode does not work: its 1280 i have my desktop at recommende 1024x768 85 hz, so the window option is useless to me .
I like the windowed mode of defenders quest and rebuild 3 better

check the 4 attachments, notice the difference in cpu hogging?
g.o.d is not optmised.

defenders_quest.jpg shows, how a correct windowed mode is done, for me a flashlike game doesnt have to run with physics, nor in full screen mode i like to see whats going on regarding cpu/gpu temps and usage
so a plus to the dev

rebuild3: also shows how a windowmode ought to be done this way it works on crt 17 inch aswell on 1024x768
so a plus to the dev

now the guild of dungeoneering:

1. cpu on menuscreen: 49% thats 1 bad point

2. the so called windowed mode is wrong it should be at the current desktop setting: 1024x768 in my case
this can be done cause the other 2 games can do it aswell - so thats another bad point

3. on the gamescreen of the guild: 54% usage -another min point

4. i loaded a previous game and.... i had to pick a new character? seems i lost my guild progress and guild needs to be expanded again? thats another min point.

i installed the version with the added 'windowed' support and now i can start to build my guild all over again
save game seems gone.

so theres loads of work to do :D ,
1st he should optimise it because if other air games can run without 'burning rubber', then this game can run cool aswell.
Attachments:
rebuild3.jpg (363 Kb)
Post edited July 24, 2015 by gamesfreak64