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Resurrected Studio
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I got all states of the game now.
My idea :
ok the initiative is now random. You could have Units with speed or have an action where you gain speed like cheer or something.
You can also give a unit speed so the turn is something you can win.
When you have other abilities like counter / intercept / agro and block . You can loose that and use other tactics. I think you can Make the attacks / bloks / boosts / play new card more interesting.
If you need ideas/ perks / unit special abilities feel free to ask for suggestions.
I have an idea instead of the random dice roll you could invest in 3 tings on your turn . 1 defend for shield . 2 Attack for damage or 3 ready up (focus )to win the initiative.
If you have a Minotaur as example with a heavy attack that needs 1 turn to charge you want the rest of your team to gain the initiative.
There’s a lot of work involved in creating a skill tree, yet you managed that and also added zoom/pan levels(I’m seriously impressed)! The 3D sprites look great, and the effects inside the circle (and the circle itself) when casting are really cool. gameplay easy to understand and feels fair . Awesome entry!
Nice prototype! I really like the concept, and the choices feel good. However, the five cards I selected don’t seem to end up in my deck(I’m only able to use three), and then it says I’m out of cards. Maybe I’m missing something. The turns could also be a bit faster, and it’d help to make it clearer whose turn it is. Overall, there’s definitely a lot of potential here!
I really like the auto-battle mechanics—they play out nicely, and the choices feel well-designed (though sometimes they repeat, which might just be me being nitpicky). The theme is solid. I made it to Day 45 but there were no new enemies spawning, so I stopped—otherwise, I would have kept going. Also, if you pick the Druid at the beginning, it seems impossible to win!
I love the choice mechanic and the good/evil meter—it adds a fun dynamic to the gameplay. The text dialogue is also really entertaining, and the death animation is seriously impressive!
There are a few small improvements that could make it even better, like refining the skeleton rotation and the walking animations when pressing multiple buttons at once. Still, the characters look awesome, Last screen with devil and angel looks good—kudos on that!
This is a really cool card game! The retro style and effects give it an awesome overall vibe. I also appreciated if you had the option to skip the intro like you did in the tutorial—so i can jump into the action right away. The gameplay is straightforward and easy to learn, making it a great entry overall.
This is a really cool platformer, and I’ve gotta say, the controls feel super slick. My only criticism is that I wish there was a bit of “coyote time” on the jumps. The “double or risk it all” mechanic is also really neat.
Here’s a tip if you plan on doing more jam entries: consider a gentler learning curve. Make the first few levels a little easier—maybe add an extra step between levels one and two—so players can learn the game mechanics before hitting the harder challenges. That way, we can also earn resources to buy extra goodies in the shop. Since many of us in the jam are devs and artists, we don’t always have the time to practice and master every game. But overall, fantastic job!
This game looks amazing, especially the intro—I totally didn’t expect to play as a gargoyle bat right off the bat! I have to admit, I’m missing the “hard choice” theme, but other than that, it’s a fantastic experience. One tip: consider making it a bit easier early on so jam players can feel successful sooner—it felt like a bit of a grind to get better. Then again, maybe my gaming skills are just lacking!
The game looks great, and the music really fits the atmosphere. The sound effects are well-chosen and add a lot to the experience. The fast gray bees, however, can be tricky to hit—sometimes it feels like the hits don’t register at all.
I also wanted to ask about the story: is it actually about your father passing away? If so, I’m very sorry for your loss, and I think it’s admirable that you created a game inspired by that experience.
You created a bunch of levels with different enemies. The laser-shooting ones and the ones that follow you are pretty tough! The cat getting bloody is a neat effect, and saving a character is a cool mechanic. Choosing a character for each level works well, but I’d suggest using a button press instead of hover—right now, moving to the “Go” button automatically selects the rightmost character. Overall, great prototype! Next time, add a screenshot on Itch; I almost skipped the entry.
The movement feels slow at first, but after a few runs—and collecting those “fruids”—it really picks up. The fast empowered state is awesome, and the slow effect after it ends works well. Once you hit the three-minute mark, there’s a glitchy sound. It’d be great to add an overview/score screen so players can share or snap a photo of their results.














