How different is this from hoplite? I really didn't get into that at all but from the comments here and the reviews of the android version make this sound ace
Hoplite is a lot more puzzle-like, because you can see the whole level initially. So theoretically the ideal way of playing is to calculate out the whole level before even making one move. While Auro is mostly deterministic too, there's hidden information (you only see a part of the level at a time). So it becomes much more about strategy (uncertainty, decision-making, risk-taking etc.). Still the devs made sure that it's never unfair. You always have at least a couple turns to react to new information that enters the screen and the random level generation, while varied in terms of terrain and structure, doesn't swing too far in terms of difficulty (essentially there are fixed "monster pools" for the levels whose order is then randomly picked, besides the randomized layout).
Can someone describe the main campaign a bit more? How many levels? Is there a character level-up system? If so, what is the max character stats? Is there an end to the main campaign? Is there an endless mode?
Not a huge deal, but this doesn't seem to mute when I use the mute button on my phone. I realize I can mute the game within the app but still, might be nice to have.
Also, I'm nearly finished with the tutorial. I can understand why you want to make it a bit easier, but I suspect this more difficult version is going to better prepare me for the full experience.
Lead designer here to answer some questions! - Can someone describe the main campaign a bit more? PLAY MODE is the main way to play. Have you ever played an online game, like League of Legends, Starcraft or Chess? It works that way. You play "matches" and if you win a lot, you go up in rank and play more and more difficult matches. - How many levels? If you mean PLAY MODE RANKS, there are actually an unlimited number of them, but I haven't seen anyone get past around 15 or 16 yet. If you mean dungeon stages, they're unlimited. - Is there a character level-up system? No. Auro is a tactics game through and through and has very few RPG elements. It's ALL BUMP, NO GRIND. - Is there an end to the main campaign? - Is there an endless mode? There's no end. Auro is designed to be like a part of your life - a thing you do, like how you play guitar or learn another language. Except, more fun.
100 Rogues was the game that got me into rogue-likes, and now that's one of my favorite genres. Don't even need to look at a video to buy it.
Yeah, same. Even though that's the purpose it serves, calling it a "Tutorial" almost undersells it somehow. Training mode might be a better title.
Downloading it right now after watching the tutorial video. Judging by it I would like to throw in my two cents. It would be nice to have some simple customization options. You know, not like some promoted gimmicky fluffabubs (heh, fluffabubs) but some subtle stuff instead. From the UI (which could probably use some deeper work around, from my perspective) to character personalization options. That being said- the developer definitely has some incredible sense of design, so there's no doubt you surely have some fresh ideas to cut through! I know, it's hell of a job and will probably take forever but the game is obviously going to be a constant thing in a lot of people's devices worldwide, there's no doubt about it! Gonna spend all day tomorrow playing it, I know I'm gonna love it anyway. Threes is gonna have to step aside for a while and that means a lot! Thank you, best wishes and good luck!