It’s clear this game was made with a lot of passion and love. Dinofarm Games poured tons of creativity into this, and they focused on depth and atmosphere while cutting out needless distractions. There are no game-interrupting cutscenes or unnecessary play concepts here, and I really like that.
The game has a steep learning curve, and serious tactical consideration is necessary to win. Even the smallest monsters can be a challenge if they’re positioned an inconvenient space. The good news is that the levels and monster layouts are always randomized, and there’s no time limit for your turns. What’s more, the game is designed for self-competition, not completion. You can enjoy it at your own pace and learn from each situation. When I first played the tutorial, I was overwhelmed at the variety of moves and gameplay possibilities. Since I’m poor at thinking several moves ahead in games, I didn’t think I’d succeed. The more I played, though, the more evident the strategies became to me, and I was hooked.
My only tiny suggestion is that the game offer an optional “slow mode” that better illustrates the attacks and their effects, instead of whizzing through them as it does. I understand what’s going on now, but at first it was difficult to recognize the effects of my actions, and what monsters were hitting me. I think it would help communicate and reinforce the game’s logic to new players.
LisVender about Auro: Monster Bumping