A downloadable demo for Windows

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Solitaire Battle is a chill autobattler combining solitaire and deckbuilding inspired by games like Balatro and SNKRX!

Fight opponents by playing solitaire, get stronger by crafting powerful synergies with skills and artifacts, and travel the world to become the ultimate Solitaire Battler!


  • Classic tri-peaks solitaire gameplay with a roguelite autobattler twist - pick up cards to defeat your opponents

  • Devious enemies will cleverly fight back with their own attacks and harmful status effects

  • Upgrade your deck of equipment and passive artifacts at the shop after every battle to get strong enough to break the game

  • Discover new synergies and builds while battling against different opponents and bosses every playthrough

  • Unlock new playable heroes, acquire achievements, then beat the highest difficulty and prove yourself as a Solitaire Battler

  • Still not done? Play a post-game with scaling difficulty to reach a state of solitaire flow or put your build to the test against the ultimate battling challenge


  • An interactive tutorial on how to play solitaire
  • 14 heroes to play as or face on the battlefield
  • 60+ skills and artifacts to acquire and master
  • 19 bosses to defeat
  • 30+ achievements to unlock
  • 3 difficulty levels to conquer
  • A looping post-game that continues until you lose
Updated 7 days ago
StatusIn development
PlatformsWindows
Rating
Rated 4.8 out of 5 stars
(29 total ratings)
Authordiabolodev
GenreCard Game, Simulation, Strategy
Made withSDL, Audacity, Aseprite
TagsAnime, Arcade, Casual, Deck Building, Idle, Roguelike, Roguelite, solitaire
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AccessibilityInteractive tutorial, One button
LinksTwitter/X

Download

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Click download now to get access to the following files:

Solitaire Battle v0.8.6 Demo.zip 5.8 MB

Development log

Comments

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(+1)

Fun game! Got the hang of it as I went, the old man beat me on my first go =P keep up the great work and left a follow!

Sweet video, that was a close ending! Thanks for playing!

(+1)

It was fun and unique! Thank you for the demo

The only concern I have is... it's hard to understand what 'heat' does and why I need to bother, also there is so many cards that give some heat bonuses and I look on them like on useless ones

The only thing I look for is damage and shields, stun also work good

Anyway, good luck on improving the game! I like the characters and the overall vibe

(+1)

You're welcome! Thanks for playing, and for the feedback!

(+1)

I love solitaire, and i love similar aggressive puzzle games like bum-bo, but the new mechanics felt really unintuitive (other than the mana).

the fact that the enemy uses the same board as you means that the long combos that feel unearned from the player can also be had by enemy. not that it matters because i always had enough HP to tank through the attacks i didn't know were coming (due to the fact that attacks are based on what card you draw at the start of your turn [as in: your staring card determines how large of a combo you can have since finding the combos is not a problem for moderately good solitaire players]).

there are times where neither the enemy or I do anything for 5 turns as try to gain a single point of mana to hopefully get a better starting card than them.

the style feels "so retro" to the point of annoyance, no offense to the artist (the backgrounds are wonderful and should be available to download for wallpapers). but IMO the pixel art aesthetic is overused, and i feel like this game would fit with a more hand-drawn look (feel free to ignore that critique in particular, i know that's personal taste).

card descriptions as well as descriptions in general feel vague, as if explaining to someone who's played the game through already, and limit isn't very well explained at all. the tutorial doesn't explain how enemies attack the same was as the player. which can sound silly with the mindset of "of course the enemy attacks the same way as the player" but other games (and I am using bum-bo as a reference) have the enemies move and attack in predictable ways to allow the player the ability to plan around their scheduled attacks.

in this game, my shield cards feel like randomly my funny heart number goes down less for no reason, rather than "i planned out the enemy's moves and knew to block this turn"

I would also like to say that the health pools feels too large in general. i feel like if the player stayed at lower hp and was only punished for mistakes it would make the player feel like they solved a puzzle perfectly for making through a run without getting hit- which seems impossible with the way enemies attack.

the mimic fight was long and dragged out meaning i lost 2 whole dollars (not the largest impact but annoying) (fights tend to drag out a lot)

TL,DR:

i really would like to stress that the HP feels very ignorable.

mechanics need better explinations (limit)

the tutorial needs more tutorialization

combos dont feel earned at all, for either the player or enemy

fights are dragged out by the lack of sudo-random card placements or a "too many turns have been skipped" safe gaurd

i felt out of control in a puzzle game

attacks feel random as you dont focus on their procs

(if your reply to this is along the lines of "you just don't know" make sure i know in the tutorial)

i hope to come back later and have a blast with the game.
wish you all the best. take care.

Thanks for the feedback, I'll take it on board! I'd love to know if you played on King difficulty? I can understand the feeling of HP not mattering and the game going too long if you were playing on the easier difficulties.

(+1)

It's impressive, one of the best solitaire tweaks, using those 8bit pixel animation with the alert style-looks amazing. I'm building a simple klondike solitaire clone, but I'll try to implement animations similar to what you've built.

(+1)

Just finished my first run of the demo. I had some fun, but also, I didn’t really read the effect of the cards I bought. it felt like, I just should by every things that I can. Maybe I was lucky though There’s something satifying in this game, and the art is good

(+1)

Is the collection bugged for "Win with all B rank equips"? I've done that a couple times but didn't get the stamp.

(2 edits) (+1)

Thanks for the bug report! I would assume so, since I caught a similar bug recently in a development build. Luckily, I'm about to release an update tomorrow that will fix it!

(+1)

Great mechanics and solitare adaptation! I got addicted, unlocked queens mode and it's a great little game to kill 10-30mins or to get lost in and forget time exists.

(+1)

Well, since I set up a regular solitaire game (House of Cards), I guess it's only obvious your game triggered my interest, and it didn't disappoint me. A very nice twist to the Golf family solitaire games (of which TriPeaks is one), and the graphics are cute, and I actually like them.  

(+1)

This game is sooooo good!!!
I downloaded and it immediately turned an addiction, I showed my friend and now we compete every time!!!

I’m a real fan!!! It’s amazing!!!!

(1 edit) (+1)

Wow, thank you so much! Do you compete to see who can win the fastest? I plan to add highscores in the future so that there will actually be records of your games to compete against

(+1)

yeeah hahahahaha he already achieved the first line of characters and i'm still trying to beat the game using the monk hahahahahaha

do you have any plans to put the game on steam? we're from brazil, so it's kind hard for us to donate in dollar, but we absolutely want to buy the game :) 

(1 edit) (+1)

I don't have any plans to release on Steam any time soon. I don't expect to sell the game for a high price when I release on itch.io, so hopefully it will still be affordable even when converted to Brazilian Real!

nice to hear it! we're following here

today i almost beat my friend hahaha it was really fun, it's still 3 characters for me to unlock and we started playing the queen mode

(+1)

Hi. If you ever do consider releasing on Steam, please chat to us as we developed two popular solitaire combat games (Shadowhand and Ancient Enemy) and we also publish games on Steam. All the best with the game.
Jake Birkett

(+2)

This is a brilliant game. Will love to see what come next.

(+1)

Brilliant demo. Can see this becoming an addiction.

(1 edit) (+2)

I would love to play this game on mobile, so an android release or web player would be sick!

(1 edit) (+2)

Thanks! Native mobile is unlikely, but web player doesn't seem totally impossible, I hadn't thought of using web for that kind of mobile support. Never say never, but all I can say is we'll see...

(+1)

So, I've been trying to get all the stamps and such and one thing bothered me: The mimic isn't very well designed, and by that I mean I do not feel incentivized to play its game most of the time. The idea of collecting gold at the risk of increasing its damage output is good on paper, but in practice it makes battling it a slog since it doesn't produce real gold often enough for it to get enough power from greed. Not to mention that I think it should never appear as the final boss because it makes the gold gimmick moot.

(1 edit) (+1)

Glad to hear you're still playing! That's pretty true now that I think about it, I realize that I play against Mimic the same way. I'll have to rework it

As for it being a final boss, I currently plan for the full game to go endless so I have it to appear as a second boss in the demo just to get feedback on whether the boss scaling is balanced

Incidentally, I hope to push a patch early next week just to implement changes based on feedback I've gotten on the latest version before I get back into the content grind for the next full update. Your feedback about cash gained on battle results not showing the base number well is one of the changes, so keep an eye out!

(+1)

Wondering how development is going. I've been playing the game for 9 hours apparently (Wow) and I've noticed that there isn't enough variety in synergies for a good chunk of characters to be viable. I understand the game is in an early, very incomplete state but as it is certain characters function better than others. Also, the "Gained $X" display is confusing because the bonuses are already added to the base but the base itself is never shown, so it looks like you got more money than you actually did.

(1 edit) (+1)

I just released a new version, check it out and let me know what you think!

9 hours of play is amazing, thank you. As for balance and variety, I think I've improved it in this latest version, but I'll probably be needing feedback on it right up until the full release. I've also changed the post-game "gained" text with your suggestions in mind, thanks!

(+1)

Spent a couple of hours. The new synergies are amazing! I feel like there are more options available in terms of viable characters now, but I haven't gotten super deep yet. I see what you did with the results screen there, but I still feel like it should show the base value for clarity's sake. It's now more obvious they're bonuses added to a base, but it still looks off with the animation and sounds. The new bosses are cool, too! I like the Treant boss that hates his woodpecker. The fact that he's a reverse Ent where stalling is a valid strategy is a neat touch.

(+1)

Cool game but for some reason all the music and sound effects sounded really distorted for me? Like they were playing at half speed, heavy crackling. Restarting didn’t help.

(1 edit)

Thanks for playing, that's a weird bug! I haven't heard of this happening before, I'd love it if you could show me a video of it occurring. Either way, I plan to release a new version in ~25 days so hopefully it will already have been caught by one of my bug fixes then

(+1)

Hey, sorry for the long delay between replies. Ran into the issue in a different game and did some digging, turns out it was some sort of audio driver conflict.

(1 edit)

Phew! No apology needed, thanks for letting me know!

(+1)

Hi! We played your game on stream and really enjoyed it!

(1 edit) (+1)

I'm glad to hear it. This was a nice video, thank you for playing!

(+1)

Could I suggest some sort of confirmation for quitting back to the title? I've accidentally ended my game twice now because the quit to title button is closer to my cursor than the back button when I'm examining the opponent, and my brain thinks the X means "close window and return to game" without stopping to read the mouseover text for some reason

(1 edit) (+1)

Yes! The next thing I plan to work on is a proper pause menu and removing that placeholder way of returning to the title

(+1)

Cool Gnome

(1 edit) (+1)

Thanks for playing and streaming!