I hereby proclaim that last night, we entered Round 2 of the official AURO Beta!
The last post here at dinofarmgames was just about exactly one month ago, and at that time I was embroiled in a bit of a crisis regarding the abilities. Things just weren’t working, they weren’t balanced, and worst of all, many of the abilities just weren’t interesting. There’s always this lingering fear in the back of your mind when you’re developing something original, and things aren’t working: maybe this idea is just fundamentally flawed! Oh, no!
But, we kept hammering and hammering away at it, and I think that now, it’s looking pretty good. I have to really thank a new wave of testers we got from over at fantasystrike.com, guys like Carlos(aka specs), Vivafringe, Banewlf, link6616 and several others. To quickly give back a bit to that great community: everyone should go check out the games at Fantasy Strike! They’re free to play, really fun (especially Puzzle Strike, probably my favorite deck-building game), and designed by one of the world’s leading bad-dudes of game design, David Sirlin. Their community is full of thoughtful people, too who really contributed so much to this Beta. So thanks again to them.
Oh, also, check out our new Jelly sprite!
The Abilities Have Landed (For Now)
AURO’s special tactical abilities are the core of the gameplay, and so it’s critical that we get them useful, balanced, and interesting. At this point, I think I can say that we’re pretty much there. The three trees seem decently balanced at all levels of play, they have their own identities, and most importantly, I think we’ve managed to preserve what’s exciting about them. Ice Floe is slippery madness, Air is the nimble bouncing ninja, and Fire is chaotic death everywhere. read more