
Suit Kingdom: The Cardventure (Proto)
/!\ This is still in a early phase so bugs, errors in texts and bad UX are expected. There is no sound in the webgl build for now, it's normal. /!\
/!\ Cheats are available (top right of the screen). You can use it but it can cause some weird behaviors sometimes /!\
/!\ Don't hesitate to give us feedback about the game in the commentary section./!\
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Suits Kingdom is a deckbuilder where a classic 52-card deck becomes your arsenal.
52 cards to rule them all
A classic 52-card deck becomes your arsenal. Poker-style values power skills, equipments, and trinkets. Build around suits, colors, and totals to trigger effects, chain combos, and push for decisive swings.
Outsmart foes in battles
Victory is as much about their hand as yours. At the end of each turn, choose 1 card to give to the enemy. Weigh the outcomes, set up your plays and disrupt theirs.
Explore an infected world
Chart a strategic path through corruption. Place tiles, cleanse routes, and order encounters to maximize your build. Be quick: when the day ends, corruption begins to weaken you.
Discover new quests on your way
Progress through a linear tale while meeting new characters who open optional quests, challenges, and rewards.
Save the Suit Kingdom
The realm is succumbing to corruption. Forge the right deck and become the hero who restores the Suit Kingdom.
| Updated | 16 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | PandarooInteractive |
| Genre | Card Game, Adventure |
| Made with | Unity |
| Tags | 2D, Cute, Deck Building, Fantasy, Indie, Roguelike, Roguelite, Singleplayer |
| Content | No generative AI was used |
Development log
- Suits Kingdom: Patch #1Jul 22, 2025
- Suits Kingdom: PrototypeJul 14, 2025




Comments
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Super cool! The gameplay is fresh and interesting, I had fun playing it.
Could easily see myself playing more.
It is just cruely lacking music and SFXs tho.
You should try it early access on steam. It has potential, that is for sure. Love the graphism too btw.
Very cool game. I went trough the 2 available missions and had a lot of fun. This is my first experience with such a game and I really enjoyed it. <3
I enjoyed the graphical design. Some improvements in the UI would be welcome.
Was interested to see what would happen if I tried to manipulate the enemy's hand and the enemy had no hand. Apparently it softlocks the game.
Oh, a nasty bug. I'll try to investigate this, thanks!
Gave this a go. I think the basic premise is pretty cool, but it might need some tweaking.
Some things that work already:
It seems like you've decided to deliberately go for asymmetric suits, with reds and hearts in particular being stronger than blacks, both for the player and for enemies. I quite like that decision, I think without that it would be really hard to go for a suit-specific strategy.
Mitigating damage by manipulating the enemy's hand cards is a fun idea. There are some good enemy designs in the game already
Creating cards through relics is pretty cool and a nice way to ensure synergies. I felt like I had a decent build going on until I died to a 30 damage points hit.
Some things that don't work yet in my opinion:
While mitigating damage through hand manipulation is fun, I wish there were other ways to do so as well (the only one I am aware of is the starter relic, and that seems pretty tough to activate semi-reliably). Especially since some enemy designs seem to make it a lot harder to avoid damage, the Porkupine for example is pretty tough, considering how early it is in the game. In the end I died to that guy that collects energy. I could steal some red cards from him, but not enough to avoid being hit for 30, which is a lot.
In general, I think enemies could be a little more balanced? Some of the normal fights seemed harder than elite fights.
I wish I started with more relic slots. Just feels mean to have to throw one away so early. Maybe 3 would be enough to feel good.
Maybe field of view should be increased a little? I mostly just blindly stumbled through the fog instead of making strategic decisions.
Alright, I think that's enough for a first impression. Hope you keep working on this, could turn out pretty cool!
Oh, thank you for that long feedback!
- For the "asymmetric suits", the idea is to have different hero/class having their own strong suits. The decision went toward this because it's seems easier that way (to balance) ^^'
- Manipulating the enemy's hand is one of the main concept of the game so I'm relieved you find it pleasing. I guess not having more options to mitigate damage is still too frustrating.
Not sure if it's best to have enemy design always compatible with the enemy's hand manipulation or if having more classic options to mitigate damage is the way to go.
I'll keep working on it!
- For the relic slots, did you understand that you could upgrade to have more slots by killing elites? If you did, I guess the frustration comes from not having time to upgrade before being already full ?
Thanks again, it's motivating to have some fresh point of views about the game.
You're welcome! Yeah, I figured out I could buy new relic slots, but I only got my third one after already having to get rid of one. Though I'm not sure if that was just me not going into the shop earlier.