No Afraid Of Battle
Release date: Oct 29, 2024
Developers: LIANG ZHIFENG
Publishers: LIANG ZHIFENG
Genres: Action, Indie, RPG
Categories: Single-player, Steam Cloud, Family Sharing
Supported languages: English, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Korean

                                       ————Fight! Be your own hero!————                      ————Growth! From a rookie to one hitting ten!———— 1. Cool Combo, Sufficient Feedback For Striking Each character's acts have been carefully arranged, with almost no useless acts; Each action is carefully designed to ensure practicality while also balancing handsomeness; There are four categories of enemy units with a total of 19 types of hit feedback actions, ensuring that feel your punches are really delivered to the body; 200+ appropriate action sound effects ensure that ears can also see each action clearly. 2. Easy To learn     Just 3 keys for you to control the character's attack actions, without complex moves.     For example, pressing 【 A 】 for normal-attack, quickly pressing 【 A 】 for angry-attack, holding 【 A 】 and 【 B 】 for a period of time to accumulate power, and then releasing them for accumulate-power-attack.     The recovery time for enemy after being hit is not short. You can always use your favorite attack actions, or you can arrange your own combo sequence. Random pressing is also a good genre. One on one, as long as it's not against the boss, there's no enemy that can't be taken down.              3 High Operating Space Different actions of characters have multiple different effects: multi hit for high damage, wide range damage, self displacement, displacement with enemy, forced enemy displacement, knockdown, set fly, air strike, launch long-range projectiles, dominate body time, invincible time, [Capture (exclusive to character 'Thunder_Fire')], [ Defense counterattack (exclusive to character 'Big_Sword')]. Normal-attacks consume stamina, anger-attacks consume anger, and accumulate-power-attacks consume Health-Point. Although there are not many practical limitations, just use the resources that you have. However, if resource allocation is well controlled, the total output of attack will increased many times and combo attacks cannot be stopped. Each character can unlock the [Second Form] of weapon , which allows for quick and seamless switching of weapon forms in combos. Handsome and practical switching actions can be added in the combos with your mind. 4 Rune Excitation System     One of the item-systems specifically designed for this game, which comes with the player's character at start time, and can initially equip up to 4 runes simultaneously.     There are 26 types of runes, divided into three categories: being triggered by being hit, by hitting enemies, by killing enemies. Those who prefer to only stack high attacks, can prove their inner path; Careful analysis and matching of appropriate runes can also achieve twice the result with half the effort; Use of random, it's even more a display of a master. When you are tired of playing with rune, and I strongly recommend unlocking the 'Green Dragon Claw' . The 'Green Dragon Claw' only works when there are no assembly runes. Example: Rune - Belief: When a player receives an attack that causes rigidity, the probability is to receive an additional 40% damage at the cost of the current damage, eliminating rigidity. Rune - Sharp: When hitting an enemy, there is a 16% chance to increase one's attack power by XXX points, lasting for 5 seconds. Rune - Trauma: 5% chance of dealing additional XXX damage to enemies during attack, ignoring defense Rune - Ganlu: When critical hit, there is a 100% chance to restore your maximum health. Rune - Valiant: When killing enemies, there is a 20% chance to restore 100% anger. Exceeding the limit will transform into an infinite anger state for a certain number of seconds 5 Attribute Gemstone System     Second of the item-systems specifically designed for this game, unlocked after killing the ninth storyline boss. There are a total 15 attribute gain gems that can be freely matched. And there is a gemstone conversion furnace that can be used for low-level synthesis to high-level, convertible attribute, and decomposable. Gear control: Normally in gear 0, the attribute gain effect of gems on equipment is not reflected; After shifting up, the 1st gear will achieve the literal numerical effect, and the 2nd gear will have a 2-fold effect, 3rd gear has a 3x effect. For example: Gem - Diamond (Level 1): Increases basic attack power by 30%. After the player equips,      it has no effect in gear 0 and the attack power is 100% with unchanged;      when shifting to 1st gear, the attack power will increase to 130%;      when shifting to 2nd gear, the attack power will increase to 160%;      when shifting to 3rd gear, the attack power will increase to 190%; 6 Convenient and Comfortable Convenient map teleportation:     During battles, you can teleport and leave unconditionally at any time, and things what you get will saved during normal departure . In the battle map, when there is no hatred, you can easily teleported to the location which has passed . Convenient and quick selling:     There is a 'Quick Sell' button set up, which makes it easy for you to quickly sell useless items. After starting, hold down the confirm button on the mouse or keyboard and change the direction to easily sell the next item. Freely dungeon difficulty selection:     >>>After the NPC friendliness is improved, the 'Random Map' detail option can be unlocked to customize dungeons according to your preferences.     >>>In the game, the enemy level is related to the character attribute of the player's highest level. That is to say, the higher the player's attribute level, the higher the enemy level, and the greater the difficulty. But there are places in the game where players can downgrade by a very low cost, which means they can adjust their attributes to obtain different levels of combat difficulty.     >>>In the game, when hatred is attracted, enemies will chase after the player. when you feel so easy, you can try to attracted more enemies; Enemies have the same line of sight alert distance, you can pull monster one by one when you need steadily. Freely relaxation rhythm:     In non plot combat maps, there are small game rooms, slot machines, recovery spring water, temporary enhancements, and other non combat designs. Except for slot machines, which disappear when players move away, everything else will be marked on the map for easy use by players when come back.