Card of Darkness

released on Sep 19, 2019

Embark on an epic hand-animated adventure in Card of Darkness. Cast powerful spells, slay fantastic monsters, discover ancient secrets, and ultimately save the world - just by picking up the right cards. Card of Darkness is a full-featured adventure designed around an accessible, minimalist, card game core.


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I'll be honest I mostly played this because Pendleton Ward did the art and let me tell you the art is superb. Game itself didn't really hook me much so I dropped it.

Pretty addicting card game. Enjoyed the art for the most part. Would play another Gage game!

When this game works well it's addictive, strategic, and entertaining, but when it doesn't it induces hair-pulling frustration. Card of Darkness is just ruthlessly balanced when it comes to randomness -- there's no guarantee that a given board is even solvable. Compounded with some challenging to keep track of enemy effects, I often found myself in no-win, frustrating beyond belief levels. The game still has a lot going for it in terms of charm and interestingly strategic gameplay, I just wish the randomness felt a little bit more fair.

I didn’t expect to find this game this addictive and enjoyable. It’s a card game but with very simple rules and somehow still feels engaging with the randomness of the floors. This game can be even more random for a card game. This can also be its downfall depending on how tolerant you are. It can make stages too difficult, especially when you’re early in the game. Because you still need to buy upgrades and items, and that takes time. The game became surprisingly easier in the last world with the half way point being the most challenging. It also has funny humour and charming writing. There isn’t much of the latter, just a diary every time you complete a world. As far as other faults, the game is a bit buggy. There is an instance where the cards stop reacting when you’re inside a dungeon. You can only exit the game and reload. The game seems to auto save, so you don’t lose a lot of progress but it sucks when you’re in a dungeon and are doing well. The game also has a separate mode called Chaos Realm. It’s kind of a daily with a few new weapons and enemies mixed with the old. It seems fun if you want more out of the game and don’t mind being unlucky. That mode has more of it and you only have 3 attempts. I’ve had my fill though. I recommend the game if you don’t mind the few mentioned flaws. I’m usually very anti randomness but somehow still ended up accepting this part of the game.

meh. I get how this is a dungeon-themed solitaire roguelite, a la Meteorfall, and that’s a known genre that some people enjoy. I just don’t think this one’s a particularly interesting or rewarding one.

The ruleset feels overly simplistic, and the finish-what-you-start rule in particular just feels like anti-fun with the way it forces you to snatch defeat from the jaws of victory for no other reason than “well, thems the rules”. Pass.


\ [Apple Arcade ranked \]

a very cute, colorful, card-game adventure with some of the wildest difficulty spikes i've ever seen in a game