
Build a unique team, where each character has a random weapon, race and class. Strong combinations of heroes, enhanced by the ballad creation system and jelly dwarfs, will capture your adventure in history!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Russian
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pay to win. Mobile style. Not only that, actually it's even PAY TO PROGRESS!!! Paying even for re-rolls with RL currency? That's totally insane greed :/ So... No!!! Btw, ZERO tutorial - you'll have to spend hours on YouTube to learn the game mechanics. Just stay away from it, for your sanity. This game was specifically designed to keep you constantly frustrated and make you spend RL currency on microtransactions. Have you seen DLC's for this crap? Have you seen prices? This should tell you all! Find yourself a better game, it won't be difficult :) People who write positive reviews of this game are either getting paid to do so, or they just haven't played a really good game yet. Don't! Just don't! Avoid scammy practices. Don't be a looser, there are better games!!! Btw, it's NOT IDLE! NOT AT ALL!!!
Game has a plethora of seemingly complex systems, though I say seemingly as they also do an incredibly poor job of explaining them. After a thousand of hours of play I still have no idea regarding how most of the mechanics actually work. There are various multipliers that are a more clearly explained, but few indications of what the base rates or calculations are.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
《Bard Idle》游戏更偏向“自动战斗+策略养成”的混合体,前期需要一定的手动操作铺垫,直到后期才会真正进入“解放双手”的放置挂机状态。其核心玩法围绕“组建英雄队伍、推进关卡、解锁养成体系”展开,每一个环节都渗透着“循序渐进”的设计思路,既保留了放置游戏的休闲感,又加入了足够的策略深度,避免了纯粹挂机的枯燥。 关卡推进是游戏的核心循环:玩家需要组建一支由不同种族、职业英雄构成的队伍,挑战一个个由10波敌人组成的区域,每波敌人数量随波次递增,清空10波即可进入下一个区域;每10个区域会遇到一个BOSS,击败后可获得“神酒(Ambrosia)”,用于将英雄转化为对应种族/职业的“花朵”,解锁额外加成;每100个区域则会遭遇巨龙,击败后可获得龙血和龙眼,龙血提供9种队伍升级选项,龙眼则可直接跳转到已解锁的最高巨龙区域,一次性获取所有中间区域的金币和灵感奖励,大幅提升后期效率。这种关卡设计既保证了短期目标的清晰性,又通过里程碑式的奖励,激励玩家持续推进。 英雄养成是策略性的核心体现。游戏提供数十种独特英雄职业,每个职业都有明确的定位,且能通过武器装备、种族协同、技能调和等方式强化战力。英雄的随机性的设计增加了玩法变数——每个英雄的武器、种族、职业均为随机生成,玩家需要根据现有英雄的组合,搭配出最优阵容,不同流派的战力差异和养成成本,让每一次开局都有不同的体验。 除此之外,游戏还设计了丰富的衍生玩法与养成体系:每达成25个区域都会解锁新的大型功能,串联起整个成长循环。作为一款主打长线养成的RPG,《Bard Idle》的内容体量足够支撑玩家长期投入,但缺点也比较明显:游戏的节奏偏慢,前期手动操作成本较高,需要反复调整阵容、推进关卡,对于习惯“一键挂机”的放置玩家来说,容易产生挫败感。 另外氪金要素感觉也挺多的,尤其有很多功能都是按周开启的,虽然可以用游戏产出的货币解锁,但初期肯定是入不敷出的。而且非常多的职业需要DLC才能解锁,如果要全部解锁的话这价格可抵得上一款3A大作的价格了。
When the whole team falls, you have to manually return to the campfire, which perfectly contrary idle game description.
[b]Poor hitbox[/b] The hitbox detection in this game is noticeably poor. Nearly half of my clicks fail to register, causing me to miss rabbits, insects and other essential targets. This alone makes the moment‑to‑moment gameplay feel unreliable and frustrating. [b]Premium currency dependence[/b] Progression is heavily dependent on premium currency. While you can reroll most options, the cost increases each time and the quality of your choices directly determines whether your run is viable. You’ll often find yourself restarting with only marginal improvements—or, if you’re lucky, receiving a massive power spike. The premium shop doesn’t help either: useful items are priced so high that meaningful upgrades are practically locked behind real‑money purchases. [b]Limited choices, random combination and reroll with a cost[/b] Class and race selection is also disappointingly limited. Each roll gives you only two random choices and early on you’re likely to receive combinations that are outright detrimental—such as an undead knight who cannot be healed or a goblin mercenary with low hit points due to weak constitution. These early disadvantages make Bard Idle feel punishing rather than strategic. [b]Pay-to-win[/b] Bard Idle leans heavily into pay‑to‑win mechanics. Your starting party is small (typically three characters purchased with in‑game currency when you reach zone 2), and this group is often overwhelmed as early as zone 2. Expanding your party is possible, but the cost escalates dramatically with each additional slot. Based on the locked features and premium‑only units, you would need to spend more than US$10 just to become strong enough to reach zone 5. Beyond that, you’re either grinding endlessly—repeating early zones for currency—or paying even more real money to stay competitive. It becomes a time sink with little reward. After experiencing these issues firsthand, I decided to quit the game altogether.
“Now, as I understand it, the bards were feared. They were respected, but more than that they were feared. If you were just some magician, if you'd pissed off some witch, then what's she gonna do, she's gonna put a curse on you, and what's gonna happen? Your hens are gonna lay funny, your milk's gonna go sour, maybe one of your kids is gonna get a hare-lip or something like that — no big deal. You piss off a bard, and forget about putting a curse on you, he might put a satire on you. And if he was a skilful bard, he puts a satire on you, it destroys you in the eyes of your community, it shows you up as ridiculous, lame, pathetic, worthless, in the eyes of your community, in the eyes of your family, in the eyes of your children, in the eyes of yourself, and if it's a particularly good bard, and he's written a particularly good satire, then three hundred years after you're dead, people are still gonna be laughing, at what a ♥♥♥♥ you were.” ― Alan Moore Cute themed idler <3
Все слишком долго, нудно, половина строк в балладе не работает. Действительно - со дна помойки стима
С помощью этой игры я стал бардом
feels like prodigy
Интересно конечно, но закрыв через крестик, я закрыл сразу в БСОД и помогла только ручная перезагрузка системы
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $193.1K | 1.9K | 96% | $3.99 | |
| — | 0 | — | — | |
| $0 | 130 | 56% | Free | |
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| — | 0 | — | — |