Play demo
Solitaire Battle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #56 | 3.500 | 3.500 |
| Sound/Music | #57 | 3.583 | 3.583 |
| Art / Graphics | #58 | 3.833 | 3.833 |
| Overall Fun | #71 | 3.583 | 3.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
Here is my gameplay video if needed:
---Hm... I don't know. It's fun, graphically good, music seems okay too, but... I don't know. I win, but I don't think I actually understand why I win for each run. So I'm basically just playing with that one number, higher or lower than the middle card. Oh! There is also another run, where I... feel like the run is so bad that I basically have no luck at all in that run. Every round seems to lean toward the enemy rather than balance for each side.
Safari keeps force reloading this game :\
Sorry! I'll look into it, thank you for letting me know!
Overall I went in with low-expectations but I thought the game was quite well done and can definitely cause "one more game" syndrome.
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
So... I'm not quite sure how to feel about this game. On one hand, I quickly got the idea of the game: to make chains following the rules of solitaire (going one face value up or down, regardless of suit). When you draw so many cards, your weapon/s will attack.
What I wasn't understand, however, was everything else. Like what heat was and how it works (I remember there being a notification about it and saying to not let it build too high, but I don't remember it telling me what the punishment for doing so was, nor did I know how heat was built up). Similarly, I was trying to figure out how different equipment cards worked but couldn't make heads or tails of it.
Like many of the growing card-game roguelites that have been popping up (like Balatro), I think this needs a very thorough tutorial to teach players the mechanics and familiarize themselves with common terms (such as bottom card, which at first I thought meant the to draw the very last card before everything had to be reshuffled).
I also think that this would benefit from giving players more control over making turns. For example, perhaps players should be able to see the next three cards coming from the top of the deck at all times. That way, they can make judgement calls on their next move based on what's there (for example, if I don't have a move available but I see the next top card would give me a move, I would want to swap to the next card. Alternatively, if I know the next two cards can't give them a move, I can then switch to their turn and let them burn one or two of those cards without burning my extra draws).
Otherwise, I think it's a very fun game. I say this as someone who isn't really into the other card-game roguelites; I could see myself playing this more.
I’ll start by saying I’ve never played a deck-building game before, but I was able to finish the demo using the first character.
The first match was a little confusing since I didn’t immediately understand how damage was being dealt, or how the power-ups I could buy afterward worked. As I kept playing, things clicked — I realized I needed to match cards for the countdown, and once I understood that, the game became really fun!
That said, I still didn’t quite understand most of the power-ups or notice when they were activating. Adding a bit more feedback or visual flair when a power-up is triggered could help a lot.
The “heating up” mechanic showed up once when I got into a big combo, but after I bought a few upgrades that reduced it, I never had to deal with it again.
I did enjoy thinking strategically about which cards to play in order to free up the best sequences — that part felt very satisfying.
One thing I struggled with was how fast the enemy played. It was hard to follow what was happening on their side; I mostly just noticed when I was taking damage.
In the later rounds, I liked the enemy effects that mixed up the gameplay, though they didn’t feel very challenging. I never felt like I was at risk of losing a match.
Overall, I think the game is a lot of fun! With clearer explanations, a bit more feedback for power-ups, and maybe some tweaks to challenge, it could be even more engaging.
This feels like a game I could like, but there are a lot of problems.
If I had to summarize how I felt into one word, it would be "constrained". Most of the time I passed the turn because I had no moves and couldn't do anything about it. Luck is used in games to make things feel exciting, but here it felt like luck determined whether I was allowed to do anything on my turns.
There were times where I had a cool combo going, which felt great! But there was no real strategy behind it and, again, it came down to luck. Maybe if you drew three cards at once instead of just one, and you pick which one you wanted to use for that round, that would allow some bit of decision making to spice things up.
The enemy mechanics are not fun. They're either not easily understood, too constraining (like the "lock" mechanic on the wolf that prevents you from drawing cards, thus giving you even LESS options), or seem to be "pity" mechanics where the enemy deals damage to themselves, which feels unsatisfying.
It took me a while to realize how dealing damage actually worked. It honestly felt random. If you removed the charge mechanic, at least for weapons, and gave the enemies higher health bars, it would feel a lot more satisfying for the player because they would be dealing damage with every card they match.
Also, I was excited to see "Roguelike Deckbuilder" according to the game's page, but sad to find out there are no deckbuilding mechanics. There's only buying relics and upgrading them. That's fine, but that's not "deckbuilding", since you don't draw them from a deck and try to leverage the odds of drawing them in your favor. It's just typical roguelike fare.
I hope this gave you some ideas! As a sidenote, I'm a big fan of the artstyle! I love pixel art with thick outlines.
I saw this a couple years ago and somehow never tried it. Definitely addictive and also looks great. One criticism I have is with the early game, it felt like the PC was skewed to get better cards and I was forced to pass a lot of turns, almost lost twice. Then with the power ups as I progressed it started feeling easier. I do presume this is all randomness but I guess you could push luck in favor of the player for the first few matches to ease up on the learning curve.
The look and feel of this game is really charming! Definitely evokes nostalgia for old operating system solitaire games. The music loop feels short and repetitive for how often it plays. At least in early rounds, it feels like luck of the draw dominates any sort of strategic planning, which doesn't quite align with the fantasy I associate with roguelike deckbuilding. Going to wishlist this game on Steam and I'm interested to see how it develops!
I really like the charming visuals, especially how bouncy the cards feel, and it’s satisfying to land big combos and stab enemies with them; I also find the idea of enemies playing your card field to be interesting. On the other hand, the music gets repetitive, fights feel a bit same-y, and I had trouble understanding the heat mechanic or why I was dealing damage, which made it hard to strategize or feel any real synergy. I wonder if adding a CRT effect could enhance the presentation, and I’d love to see more variety in fights and clearer mechanics to deepen the strategy. Overall, the game has a unique and fun foundation, and with a little more clarity and variety, it could really stand out.