Bardcard is a card-matching roguelite featuring a mysterious subterranean world to explore. Match cards to advance through the dungeon. Discover helpful equipment, battle dangerous minions, and meet magical familiars that join you on your adventure. Learn the secrets of this realm and discover the truth about the chaos that engulfs it.
Can you find your brother Lukas? Who is ZUG? How far down does this dungeon go?
FEATURES
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- 40+ rooms to explore: Determine the best card-matching sequence to survive each floor. Keep on the lookout for alternate exits leading down less-traveled paths, and rare artifacts that appear when specific cards are matched. Are you exploring a dark room? In that case you’d better bring a torch!
- 150+ unique, hand-drawn cards to discover: Weapons, armor, and magical items to protect you in the dungeon. Various characters that guide you, teach skills, and present puzzles. Monsters and traps to thwart your progress at every turn. There’s a lot to discover, and each game is a bit different than the last.
- Old-school RPG elements set within an immersive world: Turn-based action, experience levels, quests to complete, and more. We’ve taken elements from all our favorite games of yesteryear and rolled them into Bardcard.
- Beautiful soundtrack created by us: We’ve orchestrated every flute, piano, and xylophone to create a unique realm to adventure in.
- Challenging rogelite system with powerful persistent artifacts: Death is likely unavoidable in this dangerous world. Lucky for you, there are special items and companions that stick with you no matter what happens in the dungeon.
ACCOLADES
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App Store Game of the Day (11/8/22)
ABOUT RASCAL MAGIC
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We are two childhood friends building a mysterious world for you to explore. Originally from Michigan and now based up and down the West Coast, we create everything from the gameplay, imagery, audio, and story, to physical apparel and collectibles.
Although we charge a small price for downloading our games, we don’t have in-game advertising or in-app purchases. It’s just not our thing. Instead, you get access to the entire game and future updates. Let’s do this!
We’d love to hear from you: [email protected]
This update has been a long time coming! As we're building features for the next big content release, we kept running into scaling issues. In this update we've redesigned some core components and took the opportunity to address long-standing feedback. Here’s what is in this release:
Overhauled floor completion mechanics. Our number one piece of feedback is related to confusion on completion: What it means for a floor to be "complete", and players missing out on exploration opportunities due to thinking "complete" meaning "there is nothing else to do on this floor". We've changed how completion works by applying completion criteria to rooms instead:
Cards: Have all the cards been matched upon exiting?
Exits: Have all exits been taken at some point?
Items: Have you found all the objects outside of simply matching all the cards? (Example: Completing tasks are now required for completion as they grant items and other valuable objects.)
We've redesigned the "Floor Exit" screen to display completion criteria progress. If you've exited a previously-completed floor, the game will simply transition to the next floor (no need to keep seeing a "completed" screen over and over).
(One note: Under these new rules, the "Secret Passage" room on Floor 16 can no longer be completed as it requires data from the next big content update. Sorry for confusion! This will be remedied soon.)
Overhauled the "Map" Journal page. This is a big UI improvement over the old map which had major scaling issues and was generally buggy. The new map has smoother touch interactions and can be zoomed in and out to give you a better picture of your surroundings. It also includes the completion criteria for each visited room, and a "cards" panel that provides room information as you satisfy the different criteria. Let us know what you think of this new experience!
Many VoiceOver support improvements. We've added missing labels to UI controls all over the app including the Trap experience, the Embark experience (the screen where you can configure your equipment and attributes when a new game begins), and all screens in the Journal. We've addressed focus management on modals, so when you exit a modal focus should return to the control that triggered it. We've also improved swipe navigation to make it easier to locate content. Note that we still have many, many more improvements to make! But hopefully the game should be more playable now for VoiceOver users.
Increased the defense and durability of some shirts.
Increased the damage of many two-handed weapons.
Swapped the Wandering Healer for a Fountain in the Mystic Chamber on Floor 22.
Fixed a bug where inspecting an item in the "matched" screen (by tapping on the big item image) would render an informational modal missing specific information, such as durability and granted effects.
Fixed a bug where the game would recommend (via glowing equip slot) equipping a Lantern in a non-dark room, which would not help the player.
Tons of dependency updates including framework upgrades.
Various copy changes.
Removed lots of unused code and data.