Embark on an epic hand-animated adventure from Zach Gage, Pendleton Ward, and Choice Provisions.
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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The journey has been long, but finally you're here in the heart of Glinhorn Forest at the edge of darkness. The people asked for a hero and they got you. Good thing you're a hero.
Many stacks of cards lie before you filled with monsters, treasures, weapons, potions, and spells.
You can only see the top card of each stack — what lies beneath is a mystery.
Sometimes the cards you see are fearful monsters, fantastic treasures, or weapons you really really need, and you can take any of them... but there's a catch! You must finish what you start.
If you take a card from a stack, you must eventually take all cards under it... and you won't know what dangers (or treasures!) lie beneath the surface until it's too late.
Every level in Card of Darkness is a slow reveal of a compelling and ever-changing puzzle, filled to the brim with risk/reward decisions.
But thats no problem for you — hero.
------JUST GIVE ME THE NUMBERS
- Journey through 8 environments in your quest to recover the Card of Darkness
- Defeat 5 ancient and terrifying bosses
- Find and equip 64 cards from the Deck of Darkness
- Discover over 150 unique monsters, weapons, treasures, potions, and spells
- Compete and rank up daily in the Chaos Realm
- Beat a Sunday dungeon in the Chaos Realm to access the secret Prestige Chaos Dungeon!
------A WORD FROM THE DEVELOPER
Over the past decade I've established a practice of making deep, compelling, and accessible games for people who don't have the time or space in their lives to learn every intricate detail of every videogame.
I strive to take the best of modern game design and package it clearly and accessibly so people can enjoy new kinds of games they might otherwise not be interested in.
For years I've wanted to tackle roguelikes, a game genre where you battle through randomly generated worlds of monsters and challenges. It is one of the most complicated, inaccessible, — and incredibly fantastic — game genres out there.
Card of Darkness is my attempt to take some of my favorite moments from roguelike games, and distill them into a simple but deep card game.
It's the streamlined design you'd expect from me, but this time layered with tons of stuff, just so much stuff! Well over a hundred unique monsters, spells, and upgrades. And art! Oh my goodness — the art! Beautiful incredible hand animated art from Pendleton Ward, Nelson Boles, Andrew Onorato and Evan Borja. Plus an incredible soundtrack from Stemage.
I honestly can't believe I got to make this videogame with all these amazing people. This certainly wasn’t possible without the support and hard work of everyone at Choice Provisions. We all poured our hearts into this and we hope you love it.
I'm so happy to be able to present it to you — Card of Darkness, an epic adventure for everyone.
-zach
i really like this idea for a game, a RPGish card game that's also randomized. It's super unique but the randomized gameplay also cones with it's issues of unfairness and impossible board layouts, for example having your starting 4 cards not have a weapon but then running immediately into a enemy with 14 attack and having to hope if you eat the damage that their may be a potion or weapon beneath the enemy you just killed, but then there's the good chance their isn't and it's another enemy with a good attack damage and by that point you're pretty much screwed, it makes the game really different and unique and what gives it charm but that means no learning a hard level to beat, it's all random quick strategic moves the other half hoping you get dealt good cards, which yes can be irritating to keep playing a level over and over just to kept being dealt horrible cards but it also makes for a like of quick fun. so other than that i really like this game, the sound design and art style are really beautiful. Would recommend.
Challenging; Charming; Fun Combos
ScreamingAtoms
I’ve played through this game to the end and found it enjoyable the entire time! Its Adventure Timey aesthetic is gorgeous and the characters/enemies are fun, quirky, and at times disturbing in all the best ways! Gameplay wise, it is extremely satisfying. The game boasts a number of interactions and effects that compound upon the other to produce satisfying, if not chaotic, combos in ferrying the hero to each level’s end. Creatures, items, and cards all interact in clever ways to either punish you or uplift you, depending on your strategy. The game’s RNG features makes each encounter unique. Many commenters point out that this can sometimes produce card layouts that seem impossible to beat. This may be the case at times (or often, depending on the area) but after playing and losing a number of times, you can sometimes figure out the “key” to defeating a certain arrangement of monsters that at first seems impossible. This can prove deeply rewarding when you crack such dynamics and is honestly my favourite part of the game! There were times where I barely made it through a level, others where I plowed through every card pile, both can also be gratifying in their own right as you feel rewarded for you efforts. Restarting a level is hardly punishing and it takes no time at all to progress through each room within each level. I’d definitely give this game a shot!
Unbalanced
DDReviews
Such a cool concept. Such a lousy implementation. On the earlier levels there is an illusion that your choices matter but eventually it is clear this game is a slot machine in which the random generated levels determining your fate. The higher the level the less chance you have to survive until you get to the point in which winning a Vegas jackpot has better odds then clearing a level.The random generators need constraints like the number of cards that can take points from you is balanced by the number of cards that can add points. Luck can still be a factor but you should feel as if your choices actually matter and a skilled player has a decent chance of making it out. The scrolls need to be actually useful like removing or swapping cards of your choice. The cards you equip are mostly worthless and need to be rethought to actually give you a real advantage rather than add just one more meaningless random element. What is the point of one higher sword, when all sword values are randomly generated, monsters can have a value that takes out twice the amount of your full hit points, it breaks if the odd/even doesn’t match, random cards can reduce it or increment it and there might be not even be any swords to find? Why would I want a card that only gives me a 10% chance of being stunned rather than shields me completely from being stunned?
Really Had Me Going for a Minute There
SpinalTapestry
I play a lot of phone games. This one seemed pretty interesting at first, but it fell apart at the end, where the balance is so jacked up that you can’t help but realize that it’s all random, and so long as you weren’t the biggest idiot in the world, you could probably do the addition and subtraction to clear a level relatively easily. If there were more of a balance overall, and if the level generator had more solid boundaries, the whole game could go from random, impossible mess to challenging-but-beatable puzzle RPG or whatever.To be clear, I reviewed all my options, the ‘perks’ or what have you, bought upgrades and tokens at the store, and yet, those later levels were literally — genuinely, no matter what combinations of possibilities you try — impossible. Very frustrating and devaluing of the time you put in earlier. As it stands, it’s very close to a game. But the current level generator makes it more of a basic mathematics worksheet. Which is not particularly impressive…. I know from experience that a large amount of game design is accounting for the balance. But I digress. I believe with a little effort that you all could make this thing work. Genuinely. A lot of the elements are there, just tweak that balance and you’re golden. Good work nonetheless.
Various bugfixes.
Version 1.1.5
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