Card Crawl Adventure User Reviews

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Leave a Review Card Crawl Adventure
  • Great game!

    A very interesting card game, I would recommend to buy the full version
  • Addicting

    Very fun game. I love all of your games, but this one is definitely my favorite! Looking forward to your future games.
  • One of the best games I Have

    The difficulty is high but not impossible. Keep updating!
  • Very well-made

    I originally had a fairly critical review. After finding out that the developer is one guy with a passion for card games, I’m changing this review from a 4 to a 5. It was only a 4 because there are several parts of the game that I would prefer are faster and snappier. Here’s my original review: First: the name of the app doesn’t fit on the iPhone springboard. Big no-no. Have it appear as “Crawl” under the icon, not “CardCrawlAd…”. Second: everything is so slow. After finishing a turn, it took 15 seconds before I was able to do anything. During this time, I couldn’t look at quests, pause the game, inspect a card, or do anything else. Then after winning an adventure, you have to sit through the same goofy scene you’ve seen a dozen times, unable to skip it. Why? All in all, it’s a well-made game. It has a few bugs, particularly when selecting and deselecting cards. You can get into states that you shouldn’t be able to by selecting a card, deselecting it, and selecting another. But the production value was pretty good, and the cost for content was great. $3.99 for all characters is pretty reasonable in today’s mobile market. Good job.
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  • It’s annoying at times, but well-made

    First: the name of the app doesn’t fit on the iPhone springboard. Big no-no. Have it appear as “Crawl” under the icon, not “CardCrawlAd…”. Second: everything is so slow. After finishing a turn, it took 15 seconds before I was able to do anything. During this time, I couldn’t look at quests, pause the game, inspect a card, or do anything else. Then after winning an adventure, you have to sit through the same goofy scene you’ve seen a dozen times, unable to skip it. Why? All in all, it’s a well-made game. It has a few bugs, particularly when selecting and deselecting cards. You can get into states that you shouldn’t be able to by selecting a card, deselecting it, and selecting another. But the production value was pretty good, and the cost for content was great. $3.99 for all characters is pretty reasonable in today’s mobile market. Good job.
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  • It’s fun, but unnecessarily annoying.

    First: the name of the app doesn’t fit on the iPhone springboard. Big no-no. Have it appear as “Crawl” under the icon, not “CardCrawlAd…”. Second: everything is so slow. After finishing a turn, it took 12 seconds before I was able to do anything. During this time, I couldn’t look at quests, pause the game, or do anything else. Then after winning an adventure, you have to sit through the same goofy scene you’ve seen a dozen times, unable to skip it. Why?
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  • It’s fun, but unnecessarily annoying.

    First: the name of the app doesn’t fit on the iPhone springboard. Big no-no. Have it appear as “Crawl” under the icon, not “CardCrawlAd…”. Second: everything is so slow. After finishing a turn, it took 12 seconds before I was able to do anything. During this time, I couldn’t look at quests, pause the game, or do anything else. Then after winning an adventure, you have to sit through the same goofy scene you’ve seen a dozen times, unable to skip it. Why?
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  • A true gem of a card game.

    It brandishes it’s style well and plays very smooth, it’s easy to play, hard to master it’s takes a while to truly understand the rules and adjust to them but once you got it down it’s very replayable and enjoyable with many character to choose from, creating many archetypes and playstyles and other craziness you are sure to find at least one favorite. If you’ve play any of the others games by the developer there is a wonderful tie ins or references from those games lending to a light bit of world-building. The game is more than generous with it’s free character trials at the start (cooldowns will increase the more you do it) however the weekly crawls should not use the f2p timer and let them have a good show of the characters to insight your idea of wanting them or not in a more standard way. [Feedback round two] The Scoundrel, Sharp dagger card is redundant with it’s bleed considering hidden blade starting item along with eviscerate it could use a a 1-2 damage buff baseline but keeping the next target on 3rd level, to help her direct damage character card wise seeing as she is very important for f2p player starting experience. Impatient bard monster, could use a bit of flexibility by making it have to be selected first or second so it’ll still restrict your choices while giving a chance to counter with a close by attack or apple/water unless the monster is just meant to be that Insufferable. Sharp bones could do with a nerf from 2 damage to 1 damage. Weakeners,with revenge and any health boost is extremely unfair. Burn status, perhaps a change to only last one use or two would make it much more balanced, not lasting the whole game Burn status has little counter play besides praying that it doesn’t land on your cards. Gold = score, while it does make sense, it leads to a very dull play style of trying to luck up on “don’t exhaust cards” to duplicate chest rewards while skipping most end tavern rewards making high scores just a lot of luck and learning to play with the bare minimum instead of scoring based off creativity, pulling off tasks, using a character to their fullest. It’s not a easy thing also asking quite a lot with how complicated it may be but making gold and score being a separated feature would open up the game better in endgame type plays. Damage allies and damage inflicting monster, both share “deals X damage” monsters saying “inflicts X damage” would clear it up better. A new one time per tavern option, to re-shuffle everything for a last ditch efforts instead of being stuck with a game over could help with real unfavorable draws. Talisman of the goddess, while it might help with clearing a run the fact it disables any kind of leaderboard or achievement plays makes it rather not that desirable to take, mayhaps if it was a universal replacement for secondary starting item giving just a small boost to might and health for not taking a character item it would fill a better gap instead of just being a tired of losing semi cheat item. Possible Idea for a new character, A spellsword that focusing on diagonal strikes for bonus damage with a secondary focus on turning/clearing statuses of the same elements to imbue strikes for increased damage. Thanks for reading.
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  • Fun strategy

    I like strategy games like tower defense and puzzle type things, and I’ve avoided card games because I thought they’d be boring…but I like this a lot. No complaints about the randomness and difficulty because I’m sure it’s more satisfying when you actually get good and earn the wins.
    I have a question, though. Is there a way to have your character accumulate and save items and cards and upgrades for future adventures or do you start from base level every time you do a new adventure?
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  • The Leaning Curve

    This is an addicting game. The only thing negative there is now shallow end. You are thrown upn I see is the learning curve is a lot bigger than the tutorial presented. I’m still figuring out how certain things affect other things and I’ve been playing for a couple months now, but it is addicting and hopefully they just keep coming out with new Contant, it’s one of the few I will play probably at least once a day.
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