Nine Lives to Ruin a Kingdom — Narrative Card Game
#004A story-driven card game staged as a psychological duel between fate and freedom — every card is a moral event, and four hidden attributes decide which ending you reach.
- Année
- 2025
- date
- 2025.05 – 2025.06 (Phase I) · 2025.10 – 2025.12 (Phase II)
- dimension
- 1920×1080
- media
- Unity / C# / Photoshop / Illustrator / Hand-drawn Assets
A — WORLD-BUILDING
Before any game design, the world had to hold together. A world-building map laid out how gods, humans and demons are tied to each other; a character mood board fixed each figure’s personality, palette and symbol.
The intro animation and the main game story were written to meet, and a branching story map marks every key decision and where it leads.

B — CHARACTER & RELATIONSHIPS
Early exploration stayed loose — colour blocks, silhouettes, proportion tests. Sharp angular forms read as danger; flowing contours read as allure.
Three figures carry it. Nüwa issues the divine command but never strikes. Daji, a nine-tailed fox in human form, is sent to bring King Zhou down and begins to waver. King Zhou resists both the gods and Daji, and destroys himself doing it.
C — ESTABLISHING GAME TONE & STORY STYLE
Not just a story-driven card game — a psychological duel between fate and freedom, divinity and desire. The tone is dark and absurd: the solemnity of epic myth crossed with a cold reading of faith and human nature, carried by black humour and cruel irony.
D — GAME CORE LOOP
Draw a Card → Make a Decision → Change Stats.
Every card is a moral event. Each choice shifts four attributes — Love, Corruption, Divine Favour, Freedom — which decide the branches and endings you reach. Mini-games sit at key decision points to raise the emotional stakes.

E — FIRST PROTOTYPE
A playable prototype in under two weeks, to test whether the narrative flow and the interaction held up.
The structure was fairly complete — dialogue choices, branching, the core loop — but testers were only moderately engaged. They understood the concept and did not care about the story. The loop lacked appeal and reward; the next iteration has to be more dynamic.
F — PRODUCTION FLOW
I handled the core loop, card system, storytelling visuals, early character concept and user testing.
The workflow stayed simple: script and rough boards → thumbnails to fix the tone → AI for initial motion → After Effects and TouchDesigner → sound last. Detailed narrative art takes a lot of time, so the storytelling leans abstract.
G — CARD DESIGN
Three card types are planned — Fate, Element and Artifact. Only Element Cards are fully implemented, and they carry combat.
In Taoist philosophy each of the Five Elements has a Yin and a Yang form, so every element here has two personalities, drawn as totems. Yang Earth is an unbreakable wall, Yin Earth is soil that feeds. Yang Metal a battle axe, Yin Metal an ornamental hairpin. Yang Fire explodes; Yin Fire glows like a ritual flame.












