Our Adventurer Guild is a tactical RPG and guild management game that successfully blends elements from classics like Final Fantasy Tactics, Darkest Dungeon, and tabletop RPGs such as D&D. Players manage multiple adventurer parties, engage in grid-based turn combat, and develop their guild through upgrades and quests. The game boasts deep character customization, a variety of classes including hybrids, and a rich progression system. Despite its simple, Flash-style graphics, many players appreciate the nostalgic aesthetic and charming character designs.
The gameplay loop is highly addictive, with strategic combat, party building, and emergent storytelling keeping players engaged for dozens of hours. The developer's passion and extensive customization options are frequently praised, making it a standout indie title. However, some aspects like UI clunkiness, repetitive combat maps, and occasional translation errors are noted. The game also offers a challenging experience with permadeath and a bravery point system to mitigate RNG frustration.
Players highly praise the deep tactical combat and extensive character progression, including diverse classes and hybrid options. The game's guild management mechanics and party building add strategic layers that keep the gameplay engaging.
Many enjoy the nostalgic Flash-style art and charming character portraits, which complement the game's personality and humor. The emergent storytelling, relationships between adventurers, and a variety of quests contribute to a rich experience. The bravery point system is noted for helping mitigate RNG frustrations, and the game’s length and replayability receive strong commendations.
Common criticisms include the art style and UI, which some find amateurish or clunky, detracting from immersion. The auto-battle system is frequently described as poor or unintelligent, frustrating players who want to speed up combat.
Combat maps are seen as repetitive and limited in variety, leading to some grind fatigue. The mood and relationship mechanics are considered underdeveloped or tedious, with adventurers lacking autonomy in mood management. Some players report difficulty spikes and RNG-related frustrations, such as frequent misses or critical hits against the player. Lack of mid-combat saving is a common complaint, as is the limited post-endgame content outside of DLC and side quests.
Become the new Guild Master of the Adventurer Guild and lead your adventurers in explorations and turnbased tactical battles. Will the Guild thrive under your leadership? Or will it finally disband under it?