A work of art that deserves nothing less than a sequel!
Thank you for developing a game and staging a story in this way.
Yes, we replied to your comment! Thank you for your feedback during the Game Jam. We really appreciate it!
Unfortunately, we accidentally deleted our submission for the Game Jam. Therefore, the submission page is no longer available. Fortunately, we were able to backup all the feedback we received up to that point.
Anyway:
We have taken note of the idea of increasing the number of cards and thus increasing the complexity – a very good approach. We have also made a note of conveying the background story with visual graphics and, of course, the font adjustments that were mentioned by many.
Thanks for your input!
Ideal game for a quick daily brain workout! Thank you for adding an easy mode in latest update :D
The updated tile preview is great and makes the game far more readable. I could imagine a „contest mode“, where you play multiple consecutive rounds against an increasing bot difficulty. Also a stats or achievement section could fit in the game, where you can see some global stats like played games, win rate, average number of turns and so on.
That said the game is already quite fun to play! Thanks for sharing and good luck for the future development.
A nice little game for gambling on the next dice roll and chasing high scores.
I enjoyed my pursuit of it.
The UI and color scheme could use a little more love, and if you could show the player (perhaps via animations) which combinations of dice (a 5, a 1, a pair, three of a kind, a straight, etc.) they rolled and how many points that earned them, then they would certainly save themselves a lot of time looking at the scoring rules and it would become self-explanatory.
Combine that with a leaderboard and the game is perfect.
And a soundtrack :)
Later power-ups, jokers, etc. can be implemented, but may not be necessary if the hunt for a better ranking is well implemented.
Please let me know if that's the direction the game is going in. Because then I'll get myself a top 10 ranking!
My stats: 5 losses, 1 draw 😅
At first I thought the rotation is too much for my brain to handle, but after some tries I felt I was getting better and closer to actually get a win. Once I had completed a row, jumped up from my chair and was about to cheer when I saw the board rotate again and break the row (I think it's a valid rule, but it caught me by surprise). I really enjoyed the game once I got the hang of it.
Here are my notes:
You have a very cool project here. Good luck for the development! I will likely challenge the bot for a revenge in the future.
PS: My team member got a win during the first few games...so it's definitely me being a noob :)
It was quite fun to play through this game :)
I think with some further improvements it can get a nice small speed run challenge (like stated in the description on the itch page). Would be cool if you integrate a timer and maybe a high score/leaderboard. The game ended in an empty level (at least for me). If that is not a bug, it would be nice to have a game over screen or something like that.
I liked the mechanic of replaying the same level with increasing difficulty and the introduction new challenges over time like double jump, the limited field of view.
The absolutely right way to go about it is not to hide this art style in a memory game, but to use these excellent game mechanics to create a very good card game!
Terrific.
More animations when playing a card communicate better to the player what is happening. For example, the discount on a card could fly off to the side as a symbol and land on the next card (discount). This way, the player knows where everything comes from and understands it more quickly (not that it's not easy to understand as it is!).
Perhaps this would also help explain the “energy” concept behind the cards to be played to the player. This is essential for understanding the game and allows for real tactical maneuvers with shields (and all the other ideas you surely have).
I would also like to see how many cards my opponent has left in their hand so that I can gamble on how much energy I give them for their next move. Especially with the shields and stuff... well, you know better than I do :)
I can well imagine that unlocking characters in stages could be a good long-term motivation if they can be sorted by difficulty.
I really enjoyed the sound, the design, the whole thing.
Definitely keep developing it... it's really, really good!
This was a great experience. I like the art style and it feels very unique! The radio tuning mechanic as primary gameplay was very intuitive and fun. Took me a moment to find and pickup the first radio button to proceed in the story, but the hint system (the notes) is well in place. The transition between scenes/perspectives felt also very natural. My only complaint is that the version is too short :D So I'm looking forward to play a longer version in the future. Good luck with the development! :)
These barbarians... every seven days they want to challenge my rule... Stress... pure stress, even for a king as outstanding as me :)
I had four rounds of pure fun and I'm still not sure which tactic is best. At some point, I always seem to be missing something... be it gold or workers :)
The soundtrack and visual design are very harmonious.
When you have more than two rows of upgrades or similar available, the UI suffers a bit... But I take that as a nice hint that you shouldn't play it that way :)
The items get a little lost, and maybe the large-scale display of the city could be made more interactive. Perhaps the items could be placed there with animations so that you know what they do and their importance becomes clear.
But these are minor details.
The game is bookmarked, and I hope it will be developed further!
Here is the unabridged comment from my team member:
"Awesome game :D I played through it. It puts you in a good mood. Yes, I also experienced some lag from time to time (especially with the boss), but it was definitely playable. I experienced the most lag when a model (e.g., a projectile or explosion) was loaded for the first time."
Hope that helps
Pretty cool game! Once you get the rules it's quite fun and challenging (in the hard mode). The music tracks are fantastic! I wish the level track would change a little over time during a play session. I have limited knowledge in music/sound design, but maybe you could add some additional layers to the loop-track, once the player reach certain scores. That could increase the tension. The button sound is a little bit too loud IMO.
I think the rules are simple enough, but if you would display them somehow next to the playfield for the first few rounds, it could help, I guess. Or at least they could be accessible from the pause menu.
The background doesn't feel distracting for me. It looks fancy...I like it :)
Like others already mentioned, you could try to bring more varied "siphons" in the game. Maybe that allows for even more strategic thinking.
That game caught me instantly, because it reminded me on Ufo Joe a flash game which was way more casual, but a game I really liked (https://www.youtube.com/watch?v=DsN4cDH7U-E).
The controls and the gameplay are super fun and you have created a lot of levels too. So I might come back to complete them all! The music suits well. I cannot think of any real improvement in terms of gameplay. For me it's quite fun as it is. IMO you can polish some visual aspects like replacing the platform models with something more fitting or improve the UI here and there.
But all in all this is just a great experience! Thanks :)
I was equipped with the mine launcher. When one of those mines exploded, the performance got a little worse. And with the boss, it got even worse because of all the projectiles (I think).
I've already asked my teammates to try the game so they can check it out with their setup. I'll let you know when I have an answer.
I thoroughly enjoyed a round of golf, even without a soundtrack.
And please tell me how many holes you can play? My stamina usually only lasts until hole 18... but because I really enjoyed it, I played three more... and then even more :)
Maybe you could limit it to 18 holes and be more selective in the map selection.
I really like the design of the maps. Are they procedurally generated or created manually?
In my opinion, the rotation speed A/D could be increased slightly.
I didn't understand the shop and club bag where I can upgrade (?) the clubs, and they need an explanation for the player.
And with the putter, aim correctly and use maximum power, and the ball always goes in.
Here, you could also add that hitting the ball too hard causes it to roll past the hole.
I think the currency fans are funny.
Thank you for the flashback to my childhood!
(I only played games like this)
Thanks for the game!
This game has such a unique gameplay, but it is easy to understand and fun to play at the same time. It took me one or two rounds to completely understand it and after that, shutting windows and doors quickly became addictive. The whole game feels super polished. The light (love the color and the god rays), the ambient background and the empty rooms all come together to create a very strange vibe which is great.
By replacing the "Karen" model in the latest update, you took away the last point I found to criticize :D The new tentacle remnant fits way better and the particles + sound effect feel very satisfying when you remove a remnant. However, I didn’t quite understand what the circular animation at the cursor represents when a remnant is removed. What does it indicate?
The room generation feels very varied and surprisingly natural. Sometimes I encountered very long rooms with just one window, where the god rays would not touch every corner of the room. Can remnants hide in areas not touched by sunlight? In my case, if there was a remnant in the room, it was always close to the window and I got it.
The game already feels complete in its current form, and I don’t think it needs any expansion. It stands well on its own. However If you plan to extend the gameplay, I could image a game mode where you clear multiple consecutive levels (like floors in a skyscraper). When you shut everything you can enter an elevator and go up to the next floor. Each floor could get bigger and introduce new gameplay elements over time.
I love the loading screen, it immediately put a smile on my face.
Unfortunately, the power-ups ended up flying through the air and I couldn't collect them.
Improvements (that have not yet been listed)
Counting up the money at the end of the loop and displaying the text is very slow, so I had to wait a long time after my successful rounds :)
The game still lacks a catchy tune, but that should be easy to fix.
Some buttons are positioned above the full-screen button.
Boss level – I'm having performance issues... But that could just be me and my hardware.
Thank you very much for the game. I really enjoyed it.
What a ride... my personal favorite so far.
With jump and dash and the height available to the character, some tricky situations can be created...
To be continued... it makes you want more!
Visual polishing will only make it better.
Maybe you have to be careful not to completely lag behind other jump and run games in terms of gameplay... but rather find something of your own. Difficult in the jump and run genre, but the first approach is there.
Font is difficult to read.
Music kicks in really well.
Thank you!!! Please continue to develop it! We are excited to see what other ideas make it into the game!
The soundtrack is awesome :)
And with that in my ears, I would have loved to get on the leaderboard, but the problem is well known.
I always like having multiple skins, but I would like it even better if the skins were connected with added value. So that each skin offers the player a different added value (better shield, better movement, more points per 10 seconds...).
Recharging the shield would also be conceivable.
Further improvements:
Darken the background with its stars a little (the bullets should be more visible than the background). Perhaps planets could also be integrated and adding a parallax effect might give the whole thing a nice depth. In the same vein, the power-ups in space could also be given a little movement!
Small bug: The shield was not centered correctly for me.
Overall, thank you very much for this hour of gaming fun. I really enjoyed it!

Revila is a card game blending solitaire mechanics with strategic deck-building.
Battle through piles of creatures, earn powerful rewards, and forge a deck worthy of the gods.
Prove your will to the Valkyries, fight your way through piles of creatures and come to a conclusion about your whereabouts in this dark place. Play your cards wisely to defeat the evil spirits. Otherwise you will never feel the warm light again.

Earn rewards through bravery and skill, make smart decisions and try to navigate through the darkness.
The Valkyries will always have one eye on you.

The current version represents the basic game loop, but misses a lot of mechanics, ideas and
content that we plan to implement in the near future. If the valkyries are willing,
we will to turn this into a full fledged game someday.
If you want to support the project, the most valuable thing you can do is get involved.
Leave a comment, let us know your thoughts, tell us what you liked - or what confused you. Whether it's a bug, a balance issue or just a quick “best game I've played in decades”, we really appreciate feedback. And it directly influences how Revila evolves.
And if you liked the game, feel free to share it - tell a friend, write about it or wishlist it on steam. Every bit of visibility and participation boosts our motivation enormously.
Thank you for joining us and stay tuned, for example with our devlogs :)