How are there "solutions" when there's a) randomness (monsters further than 2 tiles from you move randomly towards you) and b) hidden information (you only see a 3x3 area of the level)? You can't "puzzle out" the complete situation and more importantly, a sequence of moves might "work" one time but not again in exactly the same way the second time. I think this game is as far from being a puzzle as it gets (by the way in stark contrast to these day's AAA action adventures that really do present you with specifically tailored situations and ask for solutions to these hand-made and mostly static problems).
In the philosophy of games, or game theory, if there is a finite amount of possibilities, then there is a finite amount of responses. Chess is the classic example. There is a finite amount of possible combinations of pieces and their positioning. Some of these combinations (or scenarios, if you prefer) have already been named. Some players have even figured out the exact response to make in these scenarios in order to gain the advantage or win. These responses have also been given names. The sheer amount of possible scenarios in chess is staggering, but they are still finite. Each scenario can be solved, which is a large part of how they develop computer AIs to play the game. But since we don't know every solution to every single scenario, neither do the computer AIs. The theory states that it is possible (however unlikely) to map out every possible move and scenario in chess and develop a solution for every step that will lead to either a win or a draw. Because of this, game theorists can (and do) claim that chess is a solvable game. The likelihood of chess ever being completely solved is so low that in casual speech we can safely say it'll never happen. But the possibility, however slim or remote, is still there in theory, so we can also safely say that chess is, indeed, solvable.
Maybe we can move on from the discussion what is a puzzle and what is not - I guess this game is not for everyone, but so is Hoplite, 868 Hack etc... Judging from the update Monday post, it seems we can look forward to a review by Shaun, yippie!
Pixel art is definitely not my thing. I usually just automatically skip over games with pixel art. And in fact, I did that the first time this game appeared on TA. (We've moved on from bell-bottoms, why can't we move on from pixel art?) I'm glad I got a second look, though, because I'm really enjoying the game. And, I'm also enjoying the art. The only pixel art I've ever liked.
Well. Guess i'll stick that in my cap and call it macaroni! If I can win you over, I can win anyone over! =]
Yeah, that was intended as a compliment, though reading it over it really doesn't come across as one.
Check out this amazing highlights reel from a streamer named Ludite Sam: I think he streams Auro every Monday (and Wednesday?) Either way, he does it a lot. You can subscribe to him here: http://www.twitch.tv/luditesam/
There appears to be an inconsistency in the manual, it states that toggles stop at waters edge, but actually you can lure them into a size one water tile (a lake if you will) just by standing on the other shore - or is this a bug? Also, how is turn order determined for the monsters? It appears to me that the trickster attacks first?
Currently turn order is a bit random, although actors who are closest to you will act first. Later I'd like to have a set of numbers that appears over *adjacent* actors that tells you which of them will go first. I believe actually tricksters should be going *last* right now to avoid a "Trickster-Yeti-Stomp" combo which would be pretty cheap. Also Slimes go first. At least that's what the code tells the game to do. Whether it does it might be another story EDIT: Fixed that manual inconsistency!
Hello, everyone! If anyone is interested in seeing the higher difficulties in action, I will be streaming at 4:30 PM EST! Just follow the link and tell your buddies! I'll be on then. Many thanks! http://www.twitch.tv/skeletonheadbone
http://www.twitch.tv/skeletonheadbone Sorry I cut out and didn't know I was streaming to nobody! Master Mode is still being played with ALL the devs in the chat!
The tutorials are maybe too difficult, even the early ones. Especially frustrating it is when you use your two spells in the wrong way and have to resign. Maybe there should be unlimited usage of spells in the first tutorial levels or at least a way to replenish them. Or optionally directly tell players HOW they can use a spell to get rid of a given monster. Right now you have to figure it out which was fun for me but maybe not for everyone.
i clear all of the tutorials first day this game out, but wow, i play practice mode since that time. yesterday i was trying my first rating game and this testament match gave me rank 7 (hard). ouch!
That guy is a walking endorsement for your game. Don't you wish EVERY person that bought it had this joyous reaction? I'm trying to think if there was -any- game out there ...ever...that ever made me that ecstatic #