It may be slightly more demanding up-front than a Tetris sure, but show it a fraction of the forbearance given to an RPG or a 4X game and you’ll be entranced by a beautifully efficient design that makes the player feel like some arcane trickster genius.
Auro is a good lookin' tactics game with a learning curve that's worth learning.
-Gameplay is unique.
-It looks amazing.
-The developers have been updating it constantly (it's been like ~nine months since the Android release) and have made it clear that they will continue to support it.
But if there's one line I had to use to sell it, it's that it's worth your time. In the short term, matches are fast and short and you always feel like you're making a decision that matters. There's never a moment where you're just going through the motions to get to the real gameplay, or like waiting for something to load, or even waiting for an animation to finish. You're always in the thick of it.
And in the long term, there's a difficulty system that makes sure your matches stay difficult as you get better. You don't sink a bunch of time into it and then throw it away because you figured it all out or you went through all the content or whatever. I'm still playing it and I'm still getting better and I recommend it wholeheartedly.
Auro does its own thing. It's a turn-based game about positioning, a bit like chess, but instead of an army that slowly dwindles in size you play a magic-user bumping cute enemies off solid land and into water. The designers have gone to great lengths to improve upon flawed but abundant mechanics like highscores and character growth, and deliver a small but extraordinarily dense package of re-playability.
An absolute must-have.
I have followed this game's lead designer for some time, and eagerly anticipated Auro:A Monster-Bumping Adenture's release.
The learning curve may be intimidating for some, but that's because this is a brand new kind of game. It's not "like Dota but." Rather than slightly tweaked versions of rules you already know(from basically every video game), the rules you have to learn are actually new rules. This may be why it's a bit scary at first. It certainly was for me. But once I actually "got it,"...Auro is the game I have been waiting for pretty much my entire adult life. The only way I can describe it is with the term "decision efficiency." What I mean is, of all the genres, strategy games generally have the most, well, strategy. However, there is still tons of down time, tons of little upkeep tasks to perform, and tons of obvious solutions.
In Auro, every single move you make, and I mean literally every single move, has ramifications on the outcome ****. The title describes "Monster-Bumping." This refers to the basic "attack" action you take. Tap a monster, and bump him away from you, dealing no damage. The kicker is that the terrain is surrounded by water, and if you can bump the monsters in the water, you get points. Get enough points, you win a "match."
It seems so simple, yet out from this simple bop move comes a massive, intricate web of chain reactions and tactical depth unlike anything I've ever seen. I mean, games of the past have had complex, layered depth, but what makes Auro special is that said crazy depth is all it has. No leveling up, no item trees, and no fluff. It doesn't need it. You might think that's a bad thing, but trust me; the tactical purity of this game only highlights just how much fluff is in your average dungeon crawler. Auro confidently and boldly sheds its skinner box skin and proclaims "the game itself is all you need." Though I thought I would, I don't miss those video game tropes for one second.
Short version, Auro is a tactical masterpiece with unlimited depth and replayability. This game is a game changer. I can't recommend it enough.
Auro grabs you in wirh its stunning spritework and animation, then holds you down with simple but extremely deep gameplay. Monsters are defeated by "bumping" them off of the map, and every facet of the game serves this goal. Both the player's spells and the enemies attacks cause characters to shift and move in interesting ways so that the game board is always in a state of flux, demanding that you always be on your toes and always be planning.
played hoplite, played every game that laid any claim of similarity to hoplite. That game kind of ruined it for all these other games. Sorry but Auro was just not very fun. I normally applaud depth in a game, but this one is just a bit boring