Run of Valor
Run of Valor – A relentless journey of courage and endurance awaits you!
Step into the shoes of a brave warrior in Run of Valor, a side-scrolling endless runner where every step brings new challenges, enemies, and rewards. Battle fierce foes, conquer obstacles, and test your skill as you push forward in a relentless quest for glory. Will you have what it takes to endure?
Key Features:
- Intense Combat & Strategy: Face waves of enemies, each with unique abilities. Adapt your strategy to survive the toughest battles!
- Engaging Power-Ups & Upgrades: Discover potions, relics, and items along the way. Boost your abilities to reach new heights and overcome powerful foes.
- Boss Battles: Conquer challenging bosses with unique skills. Defeating each one grants you rewards that enhance your journey.
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Run of Valor is a passion project brought to life by an indie developer with a vision for creating challenging, memorable experiences. If you enjoy the game, consider leaving a donation. Every contribution helps fund future projects and makes it possible to keep creating unique gaming experiences. Thank you for your support!
Share Your Thoughts!
Your feedback is invaluable. As a standalone game, Run of Valor is here to offer you an exciting experience as it is, but your insights will help shape future games. Leave a comment or review and let us know what you think!
Comments
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I really like the stamina system, but I think it should be used not as a clock but as a turn counter. Maybe instead of losing stamina based on time you would lose it based on how many attacks you do or how many attacks you block. Then, you could add more debuffs like fatigue, which makes you lose more stamina per attack.
Also, the enemies should scale more exponentially instead of linearly, as the game doesn't increase in difficulty after the 5th stage
Other than that, great game!
thank you so much for playing our game and for your constructive feedbacks, yes we're currently looking to rework the stamina system :D
quick question if you don't mind, if the combat updated into turn based, so the player can choose normal attack / skill / block would you like it better ?
Choosing what to do would be a great idea!
It makes the combat more tactful, and you could attach different statistics (the straight up damage and defense combat is really boring) to different actions. Maybe after a boss, instead of having another shop, you could add a way to upgrade your actions, and in normal shops, you would only have options to heal health and stamina. This also helps with the scaling problem as you only get stronger at 1/3 the rate. I don't know what you will do for the gems after a run, as currently they just make you start out stronger, but I'm looking forward to it!
thank you so much for replying and more of your constructive feedback :)
we're currently working on the turn based combat hopefully can have some demo soon
As a proof of concept this is fine. It has potential. I suggest adding some kind of game speed up (skill or a relic e.g. speeds up movement and attack speed by x%). Also currently there's only 2 relics worth upgrading, protection and necklace.
Both speed up the game, since you either need less hits to kill an enemy or don't get stunlocked for 10 seconds
You can upgrade vampire, but I don't see a point to upgrade it past like 5%-8% since it will matter only on the first lap. After that you start scaling your stats faster than enemies.
Power is completely useless since it only affects starting damage and does not scale.
While endurance is the only way to rise max hp its far more beneficial to spend those gems on more money and buy defence to negate damage.
Your quest are a bit off, I think you accidentally set distances in meters instead of centimeters, at the point you can realistically think about grinding 100km cumulative you probably have all the upgrades you need to play indefinitely, if you wanted to. At that point getting 20 gems for your effort feels more like a slap with a dirty rag than a reward. Same goes for other distance quests. 1000m would be far more realistic and the reward reasonable.
You should add some sort of automation to this, since it starts to get annoying to buy same 7 upgrades every 3 enemies and it just adds unnecessary mouse clicks.
Potentially some sort of prestige mechanic would be an interesting addition.
Thank you so much for playing our game and for your constructive feedbacks
normally games get tougher and tougher.
this is the other way around, lol. the monsters fall far behind and you get more and more money.
its really the first wave that is hardest and then it get easier and easier.
wtf did you not play test it? of course you didnt , lol.
I just wanted to say that after a certain point you are able to always buy everything from the store each time and you will never lose. I have all 5 relics decently upgraded but as the user below me says, even in this state of "invincibility", I'll never reach the distance quests, too much manual clicking involved and too much time needed.
Otherwise, great graphics, great feeling of the game, great stuff!
For context, in that run I had 4-5k dmg / armor and I let the stamina run out to be able to finally die. I got about 6k gems/diamonds at the end of the run and reached level 25/30 if I remember correctly.
wow thanks for finishing our game :)
really appreciate it! currently this game is used as POC so we only have 5 bosses and minimum features
After the first few runs a lot of clicks are needed at the store. There should be an auto buy option, especially if you're setting your Quests at 100k M. Non-robot people will never hit that. I know this is a demo but I just spent a few hours repetitively buying because I was sure there had to be something on the other end of the rainbow with the quest distance being that high.
thanks for playing our game and your constructive feedback, we will think about a good way to set auto buy items
thanks again we never think about that before :)
Have u tried making it into TG game and making money this way?
sorry, what is TG game ?
Telegram
thanks for your information, I don't aware that Telegram has game platform
i dont really know how it works, but i can connect u to someone who knows, if u wanna
Nice game and art. I just played few runs, but if I were looking for any game to play, definitely would play it for longer.
About monetization - have you thought about adding this game to sites where you can add ADs between runs for like +1 gem?
Hi thanks for your feedback, yes I've tried to put it on Crazygames unfortunately it didn't get approved :(
Feels like a de-make of Stickman Fight.
Thanks for playing, actually this game was inspired by a web game that I played a long time ago called Trigger Knight :)
Great looking game, good luck! Do you have a plan for gathering audience, or/and monetizing the game somehow? This type of game would be something i would immerse into.
Hi thanks for your feedback, feel great that you like our game :)
so currently we're gathering feedback that can be useful for our next game ( same type but more features )
the monetization for this game is only by itch.io donation currently
ty for the reply :) I like your game and work as much as i'd like to invest in this. That is why i asked about your future plans. When you say new game, you basically will threat this as a prototype or proof of concept? Regardless would be fun to get in touch though.
yes pretty much as a prototype of the new game that currently in development
In that case let me try to provide some constructive feedback
- i'd give a purpose to the length info, or remove it. Currently it doesn't serve any purpose
- pause icon is taking too much focus of the active gameplay. You should reconsider it style or location
- rework/reword stamina, and introduce it to the player properly. There are few ideas i have in mind, i bet you have some as well
There are other things to discuss about, like story, economy balance, encyclopedia, so i hope the full game will have more exiting moments :)
thank you so much for your constructive feedbacks :)
we actually thinking to rework the stamina so the player not dying when the stamina run out instead the damage is reduced and the skill is disabled
story and encyclopedia will be a great additional feature