
Suits Kingdom (Proto)
/!\ This project is in early development stage and will be updated regularly /!\
/!\ This is still in a prototype phase so bugs, errors in texts and bad UX are expected /!\
/!\ Don't hesitate to give us feedback about the game in the commentary section./!\
Suit Kingdom is a roguelike card battler where classic 52-card decks become your arsenal.
Make the most of a 3-day cycle to explore procedurally generated map, collect powerful upgrades, uncover hidden paths, and prepare your deck for the final showdown.
If you want to follow the game's development and help us improving it, join our discord : https://discord.gg/trpaaCPPzc
Updated | 3 hours ago |
Published | 14 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | PandarooInteractive |
Genre | Card Game, Adventure |
Made with | Unity |
Tags | 2D, Cute, Deck Building, Fantasy, Indie, Roguelike, Roguelite, Singleplayer |
Download
Download
WindowsBuild.zip 68 MB
Development log
- Suits Kingdom: Prototype1 day ago
Comments
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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.