Game templates

The Hero Run template: runs, rage cards and bosses

A ready runner RPG template on iDos Games - a knight runs a level through waves of enemies to a boss, kills fill the rage, and every rage level is a choice of one of three upgrade cards. What is inside and how to make it your own game.

Hero Run is a ready game to start from: a knight runs a level on their own through waves of enemies to a boss, kills fill the rage, and every rage level is a choice of one of three upgrade cards. A new project on this template is playable right away, with heroes, gear, reward chests, a store and quests. Then you reshape it into your own idea with the AI coder.

What is inside

  • Runs. The campaign is islands of six levels, each island with its own world theme. A level is one run: waves of enemies, a camp, fountains, a chest on the road and a boss at the end. A death ends the run.
  • Rage and cards. Kills fill the rage; at every threshold the run pauses and the player takes one of three cards. There are 58 cards: a trigger and an effect ("on kill", "on crit", "every 3rd attack" - lightning, axes, spears, healing, stuns, charges) or a passive bonus. One "Refresh" a run.
  • Attack and armor types. The weapon has an attack type, every enemy an armor type, and the damage table decides how hard a blow lands: green numbers - strong, grey - weak. The types come in island by island; the first island is casual, and from the second one a scouting screen shows the enemies' armor before the run.
  • Gear. A weapon, armor and a shield: the shield is a blue pool that takes the blows first. A two-handed weapon leaves no room for a shield.
  • Ultimate and potions. One ultimate a run (a meteor or a frenzy); only a card brings it back. Potions are taken along and drunk by a tap, or on their own at low health with "Auto" on.
  • Energy and the reward chest. A run costs energy, which refills by itself. At the end the ticket of the run opens a chest by the result: defeat, victory or a run without losses.
  • The hero's sheet under the road: every number with what the cards added, the cards taken and their effects.
  • A 2D hero with its own skeleton, swappable parts and animations; gear changes how it looks.

Systems already connected

Besides the six systems of every project, the template brings its own:

SystemWhat it does in the gameWhere to set it up in the dashboard
CharacterHeroes, their stats, gearLive Operations → v2 → Character
Loot boxesReward chests of a run and gear summonsLive Operations → v2 → Lootbox
StorePotions, energy and packsLive Operations → v2 → Store
CurrencyEnergy, the run ticket, potions, XPLive Operations → v2 → Currency

In a new project all of this is already filled with a sample: GOLD, GEMS, ENERGY (30 at most, one back every 6 minutes, 5 a run), RUN_TICKET, POTION and XP currencies, heroes, gear with attack and armor types, reward chests (the first three always hold a potion), a gear summon, a store and quests.

Step 01Create a project on the template

On the Create page describe a runner RPG, for example: "A runner RPG: a knight runs through waves to a boss and I pick upgrade cards on the way". The platform picks this base, and the project is playable right away. More on creating in how to make a game with AI.

Step 02Make it your own

Tell the AI coder what to change, one change at a time:

  • "Add an island in a frozen land with a dragon boss".
  • "Add a card that freezes every enemy on a crit".
  • "Make the first island easier".
  • "Give the knight a bow as a starting weapon".

Economy numbers (energy, chest rewards, prices, hero stats) are easier to change in the dashboard: they are settings, not code, and players get them without a new build.

Step 03Tune the economy and release

Go through the sections from the table above, check the balance in the test version and release the game - see publishing and links.

For developers

  • The game module is hero-run (Phaser plus a React screen). The game sits inside the lobby: balances above it, the system tabs below it. It brings the character, lootboxes, store and inventory systems with it.
  • The fight uses the hero's server-side stats; the cards act only inside a run. Progress is stored in the player's private data (hero_run_progress).
  • The game reports the level_cleared and run_finished counters to quests: build your own tasks on them.
  • Module events for other modules: hero-run:level-cleared@1 (a level was cleared) and hero-run:character-upgraded@1 (a hero ranked up).

How projects and modules are built is in the TypeScript SDK overview.

Frequently asked questions

How do I get this template?

Describe a runner RPG idea on the create page, for example "a knight runs through waves to a boss and I pick upgrade cards on the way", and the platform picks this base. The AI coder installs the template into an existing project on request.

How is it different from the idle RPG?

The idle RPG plays on its own and earns while the player is away. Hero Run is made of short runs - the player picks cards, gear and potions, and a death ends the run.

What does a run cost?

Energy. It refills by itself, a run turns it into a ticket, and the ticket opens the reward chest at the end. All of it is set up in the dashboard.

See also

Make your own game

Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.