← RETURNCASE FILEGame / Illustration2025.05 – 2025.06 (Phase I) · 2025.10 – 2025.12 (Phase II)
RT-NLG-009

Nine Lives to Ruin a Kingdom — Narrative Card Game

#009

Nine Lives to Ruin a Kingdom · File 1 of 2Intro Animation→

You are the nine-tailed fox, sent by the goddess Nüwa to possess Su Daji and bring down King Zhou. A story-driven card game where every card is a moral event, and four hidden attributes decide whether you serve Heaven or break free.

Année
2025
date
2025.05 – 2025.06 (Phase I) · 2025.10 – 2025.12 (Phase II)
dimension
1920×1080
media
ProtoPie (Phase I) / Photoshop / Illustrator / Hand-drawn Assets / Unity (team build)

A — WORLD & CHARACTERS

Colour blocks, silhouettes, proportion tests. Sharp angular forms read as danger; flowing contours as allure.

Nüwa issues the command but never strikes. Daji is sent to bring King Zhou down and begins to waver. Zhou resists them both, and destroys himself doing it.

A — WORLD & CHARACTERS 01

A — WORLD & CHARACTERS 02

B — FIRST PROTOTYPE

Four hidden attributes — Love, Corruption, Divine Favour, Freedom — shift with every choice.

Built in ProtoPie, not Unity — two weeks, because “does the flow hold up” doesn’t need an engine to answer. Testers said:

They understood the concept and did not care about the story. The loop lacked appeal and reward.

Everything after this section answers those two sentences.

Phase I — the ProtoPie prototype that got tested. Not the current build.

The loop is the thing the testers were describing. Both versions of it, side by side:

Phase I — change stats

Change stats

the four values steer the events and endings you reach

Phase I — draw a card

Draw a card

a main story event, or a side quest

Phase I — make a decision

Make a decision

each option reflects a personality or a strategy

Phase I. Three steps and four numbers — everything the card does happens out of sight.

Phase II — narrative

Narrative

triggers events and fate hints

Phase II — combat

Combat

decides outcomes and stat growth

Phase II — progression

Progression

higher stats unlock branching storylines, side quests and fate events

Phase II. The same three beats, but the card is now played — so the loop pays you back where you can see it.

C — THE TEN STEMS

Not five elements with a yin and yang coat of paint — the Ten Heavenly Stems arrive already doubled. Three words per card, fixed before anything was drawn:

Stem
Three words
Stem
Three words
甲Yang Wood
upward · straight · growth
己Yin Earth
wet soil · mud · healing
乙Yin Wood
soft · coiling · poison
庚Yang Metal
unyielding · slaughter · steel
丙Yang Fire
deflagration · blazing sun · outward
辛Yin Metal
refined · delicate · small implements
丁Yin Fire
candle flame · ritual · night fire
壬Yang Water
ocean · storm · surging
戊Yang Earth
mountain · mass · defence
癸Yin Water
rain threads · night · cold dew

Underneath runs the overcoming cycle — it tilts an exchange, not decides it.

D — PROCESS

Four decisions did most of the work, and none of them were about drawing.

Decision
What it bought
Borrow a system that already has meaning; don't invent one.
Ten cards felt distinct before a single mark.
Write the words before the image.
If two cards can't be separated in words, the paintings won't separate them either.
Make the polarity visible, not labelled.
Readable across a table, without reading the corner.
Prototype in the cheapest tool that can answer the question.
Two weeks told me the loop was wrong. A Unity build would have cost months.

Pipeline: boards → thumbnails → AI for initial motion → After Effects and TouchDesigner → sound. Abstract on purpose: detailed narrative art is the most expensive thing at this size.

E — GAME ASSETS

E.1 — NARRATIVE SEQUENCES

E.2 — SYMBOLS & ICONS

Fate and Artifact cards are planned. Only Element Cards are built, and they carry combat.

E.2 — SYMBOLS & ICONS 01

E.2 — SYMBOLS & ICONS 02

E.2 — SYMBOLS & ICONS 03

E.2 — SYMBOLS & ICONS 04

E.2 — SYMBOLS & ICONS 05

E.2 — SYMBOLS & ICONS 06

E.2 — SYMBOLS & ICONS 07

E.2 — SYMBOLS & ICONS 08

E.2 — SYMBOLS & ICONS 09

E.2 — SYMBOLS & ICONS 10

E.2 — SYMBOLS & ICONS 11

E.3 — UI & INTERFACE

Unity’s defaults covered the painting they were meant to frame. Rebuilt from the health bar out: dark ground, art on top, frame around.

E.3 — UI & INTERFACE 02

E.3 — UI & INTERFACE 03

E.3 — UI & INTERFACE 04

E.3 — UI & INTERFACE 05

E.3 — UI & INTERFACE 06

The five who appear in the name plate.

E.3 — UI & INTERFACE 01

E.3 — UI & INTERFACE 07

E.3 — UI & INTERFACE 08

E.3 — UI & INTERFACE 09

Full, then spent: the fill clips back and the groove shows through. Name plate frame, energy pip, drop seal.

The advantage tell, card costs and five status effects are built and still invisible.

F — WHERE IT LANDED

Phase II is a team build in Unity. Engineering is his; the card system, the art and the script are mine.

Boot → Title → Town → Battle: a hub gated on story flags, and combat carrying the ten-stem deck. The two things testers said were missing — somewhere for the story to happen, a loop that pays you back.

A prototype, not a shipped game. What it settles is that the deck works as mechanics, not only as illustration.