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minutefighter's itch.io pageJudge feedback
Judge feedback is anonymous.
- I played this game for far too long. It has that 'MMORPG hit skills on cooldown' vibe and has tons of potential down the line. I would absolutely come back to play this again as a game to focus on when I need to wait for something. The art is simple, but works, the damage numbers going higher is something a ton of players enjoy and the music isn't out of place either! A few things to note: The 'poison' ability doesn't actually apply poison, it would be fun if it actually showed the stacks of poison somewhere and maybe made either other abilities hit harder or just ticked down damage over time that stacked to a limited amount and for limited time, it would add an extra strategy option to the game. Animations. The abilities could have neat, short animations or the enemies could have damage animations when you do hit them. It would enhance the visual aspect of the game. The deck. When you equip a new ability, it always pops up last, it would be a good idea to let players chose a slot instead, that way, they can adjust the layout of the 4 cards at your disposal however you feel comfortable. Speaking of layout, allow players that are playing on PC to use 1-4 number keys, it would level the playing field, since you can tap way faster than clicking on one card at a time. All in all, really well done! Keep up the good work! And when is this coming out to mobile? I need to add this to my 3 games I usually play when commuting.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1gk9fAL-FSh2PoXe714r6_kiLbRa6Re_Cnb5GzSrlCzU/edit?tab=t.0#heading=h.1pyydhccib1m
Have you checked that your GDD is publicly accessible ?
Yup!
Is your game set to public on itch.io so we can see it?
Yes!
Summarize your game!
Minute Fighter is a fast, mobile-first card combat game where you’ve got just one minute to wipe out waves of enemies using a 4-card deck. With real-time cooldowns, skill upgrades, and strategic choices, it’s all about quick, satisfying bursts of action. No story, no fluff—just one intense minute, perfect to play on the toilet.
Please explain how your game fits the theme.
Minute Fighter fits the theme "just one" by giving players just one minute to defeat all enemies in a fast, no-retake battle. It’s built for one-handed mobile play and delivers just one shot at victory per run—quick, intense, and perfect for sitting on the toilet sessions.
Is there anything you'd like the judges to pay particular attention to?
Had this idea for a minute long game for SO long and finally the "just one" theme gives me that chance.
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Comments
Slow start but a neat concept. As others pointed out some sort of automation would be cool.
Thanks for playing and your feedback. I’m working on a new version this weekend that will eventually make its way to the app/play store.
This was a really fun concept! The one-minute time limit adds great tension, and I can totally see the appeal of quick sessions, especially on mobile. The real-time cooldowns and time-based skill triggers kept things feeling snappy and engaging. It’s clear you put a lot of love into making it feel tight and responsive.
That said, I did feel the repetition starting to build after a few quests especially once I unlocked the fourth. Some form of automation or passive abilities would really help reduce the clicking fatigue and deepen the strategy. I also think expanding on the build variety could give the player more to experiment with.
Despite those points, this has a ton of potential and polish already. It’s super cool that this jam theme finally gave you the excuse to bring the idea to life. I’d definitely be interested in seeing a more fleshed-out version on the app store. Great work!
Wow! Thank you so much for the outstanding feedback. I plan to take a lot of things you brought up and incorporate them into the game when I have more then two weeks to work on it.
Well done! It's a lot of fun, gets a bit grindy after the third quest. The game crashed at some point, losing my progress, which was unfortunate
Thanks for your feedback! I'm sorry it crashed for you, but you have given me the motivation to keep going with this idea.
Everywhere you've listed your game's genre, you've called it an RPG. in your GDD, you even claim the game should appeal to strategy game enthusiasts. Despite that, there is no strategy involved when playing minutefighter, and little involved in creating builds. This is, essentially, an incremental game in disguise; Gameplay is simplified to expand the possibilities for progression, and the loop revolves around completing quests to get money to complete more quests.
Based on your GDD, i dont think this is where you expected your game to end up. That being said, i wish you'd leaned more into your game's real nature. If you continue this project, you should *strongly* consider a genre pivot. The card-clicking became a boring chore after a few runs - your game is practically *begging* for automation upgrades - some way for me to save on clicking certain abilities.
If i had to redesign this game, i would remove the 4-ability limit. All unlocked abilities are equipped all the time. I would start the player with only the sword, and i would add "Automation" upgrades that auto-cast older abilities. The core gameplay loop can remain unchanged: you can design the game so that the player is only actively using 4 abilities at once, but the game would demand variety and have a much better feeling of progression.
Thank you so much for the great feedback. Automation is a great idea because even during testing, it did become repeatitive tapping the cards to fight. That's why skills were important because certain things happen based on the time.
I will continue to work on it and hope to put it in the app store with some of your feedback.
Thanks again.
you're probably getting disqualified for AI art btw. it's not allowed in this jam.
There is no AI art. I put all the places I got artwork from in the GDD, https://docs.google.com/document/d/1gk9fAL-FSh2PoXe714r6_kiLbRa6Re_Cnb5GzSrlCzU/....
all of the monster sprites from your game trip AI image detectors.
I got the enemy sprites from https://willibab.itch.io/free-mythic-monsters. I hope they aren't AI because they are really good and I plan to buy https://willibab.itch.io/mythic-monsters-i if I get more positive feedback.
i hate to say but it looks like they are :/ sorry
Given the sources cited, I have no reason to believe there was a violation of the no AI rule here.
Fun little game. The lucky 7 gives the game more much needed depth. If you continue this, I hope to see more things that change the dynamic of when to press the cards. There is a steep timesink incline as soon as you unlock the 4th quest. Unfortunately the game became too grindy there, but good luck on improving the game!
Wow, thank
s for your great feedback. I want to add more things based on the time - enemies might transform or spells only work at certain times. There is a lot of room to grow.