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Trials of Valor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #5 | 4.778 | 4.778 |
| Controls / UI | #17 | 4.222 | 4.222 |
| Art / Graphics | #28 | 4.333 | 4.333 |
| Sound/Music | #33 | 3.889 | 3.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Other
Rating
For 13+
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Comments
I had a blast with this one, the combat was really fun and the animations made you feel like a badass! There were many different events on the map making choosing your route a brand new experience, not to mention the enemies and scenery changing depending which way you went on the map as well!
Maybe given more time and playing more of it I might find some balancing issues but for the time I played I just had a good time!
Time Stamped YT VOD
Thank you so much Plabs_!
It was fun for me to watch you play too! Had me laughing out loud a few times 😄
Thanks for the awesome review, that's more than I could have hoped for going into this.
In your video, there's a part where you make a goblin fly and land in the cart of corpses. That inspired me to have another look at ragdolls (I did once before and it was a real mess) and I'm happy to say that it's a feature I'm including in the coming patch 😄
Thanks again Plabs_!
Glad you enjoyed watching as much as I did playing haha
The cart of corpses clip was good, love a good ragdoll so I'm glad it's being added!
Hi Bermrad!
I enjoyed the game even though I died just barely killing the last boss! GAHH! It's a great combination of familiar game genres and designs in a mashup that makes the game uniquely stand on it's own. I know we spoke plenty during my gameplay but here's a quick recap of my feedback for you.
Music/Audio:
Gameplay:
Visuals:
Overall, the game is headed is a really great direction that I feel would attract it's own unique set of players, especially streamers and those looking who enjoy the combat. Keep me posted on any updates!
Thank you for your time and for creating a fun game for everyone to enjoy!
Regards,
- Glim
Hello GlimMusic!
Thank you so much, not only for playing my game, but for playing so many other games for other developers.
I took notes during your stream, and thank you for also writing it here. I've been updating the game and took your feedback into account.
Music/Audio:
I added many more tracks in the game now. The track changes depending on what node you visit. I think it's setup in a nice way so it's not annoying. They smoothly fade in/out.
The low health effect doesn't apply such an agressive low pass filter on the sound anymore either. I'm still tweaking the values but it's improved!
Gameplay:
I did some improvements to the merchants. They are more rare now, and spaced out a bit more. (They can still technically spawn back to back, but not as common)
The mana cost warning is on my to-do list! :)
I've had more people saying they are confused about the tier system for rarities. I could rework it a little so it's more of a universal language unrelated to color.
I also want to thank you for all the suggestions, including the ones about color blindness. I have written it down on my todo-list and will try to figure out how much work it would mean. Possibly try to learn some more about it in my spare time for future projects.
Thanks for the review, playtest and everything else you do! :)
It was awesome to check out your music and if you have any tracks you think could fit my game, just let me know and we'll talk.
Hey Bemrad!
Just sharing a few links that I find capture my difficulty well.
This one I tend to reference to better explain the types of colorblindness and show that there is more than one. Especially the image with the colored sand where you can click through and compare normal color to colorblindness types.. I am a combination of Protanopia and Deuteranopia... so the two images at first glance look exactly alike... There are some notable things I see different but that is a much longer convo. Feel free to reach out for that one.
https://www.colourblindawareness.org/colour-blindness/types-of-colour-blindness/
This site is full of accessibility documentation and reviews which is pretty cool.
https://caniplaythat.com/2020/01/29/color-blindness-accessibility-guide/
A collective list of games that have some type of color blind mode:
https://www.pcgamingwiki.com/wiki/List_of_games_that_support_color_blind_mode
Regards,
- Glim
Looking forward to seeing what this game offers in it's final state, maybe some of the randomized items / RNG could be a bit better but overall this is already a very solid game.
Thank you so much!
I had a look at the video, highly entertaining to watch!
One of the Rogues strengths is the ability to evade way more frequently compared to the Warrior, but it seems like you made it by fine without relying on it all the way to the end 😄
I will improve the voice lines for the shop events with some randomized greetings.
Also noticed the tooltip in the video that fails to close (on the spellbook event) - I will get right on that.
I will also improve the crow boss very soon, as I've gathered a lot of information on how players perform against him now and got some ideas for improvements (and bug fixes).
The thicc goblin is here to stay so no worries there.
Thank you so much for playing, making the video and this post with feedback!
The game already feels like a real, polished project with a strong foundation. Combat is generally satisfying (even for someone who doesn’t usually enjoy this style), and moments like the slow-motion sequences stand out. With some polish and tuning, it could become a very engaging experience.
Strengths
Combat feels solid and satisfying, even for players not usually into this style.
Slow-motion sequences are very fun and rewarding.
Strong foundation that makes the game feel like a complete, real product.
Suggestions / Feedback
Starting combat doesn’t reset cooldowns.
First spell (fireball) cost 25 mana while starting mana was only 5, felt kind of bad that that was my first ability I chose.
Ground Slam can be canceled too easily by accident.
Once an ability is chosen, there’s no way to back out.
Shops/monster loot can feel worse than starting gear, which is demotivating.
Boss stun duration (~5 seconds) feels too punishing.
Skipping rewards for money feels discouraging, compared to systems that encourage experimentation.
Add music to the starting scene and SFX for lobby button presses.
Make Ground Slam harder to cancel accidentally.
Allow canceling/backing out after selecting an ability.
Add more “juice” to combat, e.g., screenshake and extra particles for impact. Its already pretty good though.
Expand relic/equipment variety to create stronger run-to-run differences.
An interesting mix of a slay the spire-type roguelike and fighting game.
I ended up playing 3 runs of it, Two as the fighter and one as the rogue. My first run, as the fighter ended in failure as I didn't really plan ahead and had no idea what I was doing. On the second run, as the rouge, I was able to reach the final boss, but couldn't beat him (that run had me relying heavily on ranged cheese, and that strategy stopped working when the enemies got ranged attacks too). On my final run as the fighter, I once again unfortunately lost to the final boss, this time because I didn't have enough health (though my block button also inconveniently seemed to stop working? That might have been a bug, or I might have been mistaken).
+ The game has a good concept, and it executes on it well. It's fun integrating the character building strategy of traditionally turn based games like Slay the Spire with a skill-based fighting game.
+ The strategic aspects of the game are very well balanced. It felt like success depended on effective planning ahead, scoping out the map and ensuring you had the right path. I feel like if I had kept trying a few more runs, I probably would have eventually beat it, it's a tough challenge but about as tough as a roguelike should be.
+ The games visuals are pretty good. Locations are full of background detail that makes them feel realer. There's very nice attention to detail, with the backgrounds all reflecting what part of the map you're on, and I was pleased to note that equipping different items visually shows up on your character (an oft-left out detail that really helps sell the fantasy). I think (though I'm not certain) that at least some of the assets are from unity asset packs, but they're used well, and for a (presumably) small indie team it's not really a big issue. The game ran quite well, occasionally stuttering but I'm on a low end computer so that's not really it's fault.
- While the game does have the option to block and dodge enemy attacks, they both run on very limited resources, and movement is somewhat limited too, meaning that it's almost inevitable that you will take at least some damage (or at least it feels that way, this may be a skill issue on my end). This compounds with how rare and inefficient healing is, leaving you feeling as though you are more at the mercy of attrition than your own skill.
- While you gain upgrades at a pretty good pace throughout the game, most of them seem to be fairly low-impact stat increases rather than more exciting bonuses. This is especially notable with the charms, which, while presented as quite valuable, often just seemed to increase certain stats. This isn't true of everything though, unlocking the different moves your character could use and trying them out was always fun, and there were some fun effects on the gear and charms, like an explosion when you dodge or gaining money when you hit an enemy.
Overall, while it had a few issues, I really enjoyed this demo! I wish you good luck on further development, with time I think this concept could be something really great!
Thank you for the well-written review and the praise!
The boss fight: Overall, we made the boss fight extra hard because that's where the "demo" currently ends. Hearing you made it this far is awesome!
Blocking not working:
1: timing: (it takes .1 seconds between clicking RMB before it actually starts blocking, releasing RMB ends the block immediately
2: some attacks require a shield to be blocked: We will improve this by adding some pop-up text, as there's no clear explanation anywhere that a shield is required to block projectiles / magic spells.
Please leave us a more detailed explanation if you believe it might have been a bug, as we have not encountered that.
The game has a good concept, and it executes on it well. - Thank you so much! That's so fun to hear! 😊
The games visuals are pretty good. Locations are full of background detail that makes them feel realer. - That's awesome to hear. We made some big changes to them in the current update that hit just a few days ago, so we were particularly curious on how that would be received. We expect to improve them even more in the near future.
most of them seem to be fairly low-impact stat increases rather than more exciting bonuses - I have a list of some new effects I wish to add. I know there's currently a lot of lazy implementations that simply raises a stat by X. We have lots of ideas on how to improve on that, and feel free to let us know if you have any suggestions on what you'd like to see!
You can leave any suggestions in our Discord, or as a DM to either me or nallelie
https://discord.gg/mXfXtEBEER
Thanks again for playing the game!
Hello again!
Just wanted to let you know that you inspired me to try to reproduce some blocking bugs.
I had a look at the blocking function and there were actually some bugs you could encounter 😨
I managed to make the block meter freeze at 0 and never refresh, but I applied some fixes and it works now! 😄
I also found cases where you could make it block even at 0 block energy, the animation played but no actual "blocking" took place (also fixed now)
Thanks for letting me know!
⚔️ Open playtest on Steam! ⚔️
https://store.steampowered.com/app/3787340/Trials_of_Valor/