Druidwalker is about a druid’s journey in the forest. You do this by clicking on cards. The marketing blurb says: :You won’t get hints at the start of the game. You have to interact with it and figure things out as you go.” This is true. There are no hints or tutorial but it is not that hard to figure out. Let us look at a typical screen.

Most cards in Druidwalker have a value in tails and leaves. The right portion adds to your total, the left always subtracts from your total. The middle will often correspond to the items on the left, which are needed to proceed. For example, you can go into a cave, but that will require the lantern, which is found via another card. Certain cards will add of subtract horns. A certain number of horns are needed to proceed in certain cards. If you don’t have the required number it is taken out of your tails. There are also special cards which restore tails. Finally. If your horns reach 0 and you cannot proceed. You rest and start over. While you are resting, you can spend leaves on tails or tails on horns.
If this all seems complicated, don’t worry, its not as difficult as it sounds in practice.

The main issue I have with Druidwalker is that the cards are randomized each time. Sometimes you’ll be forced into starting over due to the luck of the draw. Often you’ll draw many tail restoration cards, sometimes you’ll draw none. The marketing blurb calls this an “experimental game.” Did the experiment work? Yes and no. While the more progress the more tails you can exchange leaves for, the randomness drags things down somewhat. I would’ve found this more engaging if this was puzzle game where you had to learn the correct route to get through. I’ll give Druidwalker a YMMV.
Overall: Druidwalker calls itself experimental. It some ways it succeeds, in other ways it fails.
Verdict: YMMV
Platform | Nintendo Switch |
Release Date | 10/20/23 |
Cost | $2.99 |
Publisher | AbsoDev |
ESRB Rating | E |
P.S. For another experimental card game, try Love Kuesuto