@amras0000 thanks for such a detailed review :) I also find the interface for the cards pretty tedious. Since the competition end, I have been constantly thinking about how I would do it better. I added the drop mechanic initially because without it the game is very very slow. At least with the drop mechanic you can horde cards in the card room and just use the walls to sort them if necessary.
Here are some options I considered:
1. No drop mechanic, cards can stack in any order in the inventory but still are picked up and placed in first-in-last-out. This makes it really easy to get permanently stuck if you pick up a King with no free slots on the wall. 2. A variation on this would be to have a "destroy" button instead of "drop", which removes a card from your inventory and puts it in the pocket of a monster somewhere in the map. However, I'd have to rework the monster spawning a bit for this. I could respawn monsters in previously cleared areas (but this makes it harder to navigate based on "no monsters -> I've been here" logic) or I could make the map much bigger (or even procedurally generated to improve replayability) and have ample redundancy in monsters to use for collecting cards. 3. 10 independent inventory slots tied to number keys. Cards are picked up into any free slot and can be placed by pressing the right key. 4. Remove the randomization on cards and make it so that the cards which spawn when you kill a monster are always ones you can use. 5. Overhaul the game by having zones which unlock when certain solitaire milestones are completed (eg. reach height X in all suit stacks). The set of cards you can find would depend on the area, so you could seek out a particular card by going to a particular place.
I would love to hear what you think about these ideas, I'll probably experiment with some of them in the [post-compo version](http://www.joe-fowler.co.uk/misc/ludumdare41/post) over the coming weeks.