I played the game and liked the over all feel and had lots of fun. Thank you for the amazing game.
Aura of Worlds
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Localization to more languages like Italian is something we want to do in the future.
Though extending the gameplay and unlockable content is our focus at present.
We'll have another update out this month...
So when the little red damage numbers pop up on screen do they pop up when the player takes damage and when the player damages enemies? They seem to be red numbers for both and it's kinda confusing me.
Also does anyone know how much HP the player starts with, is it 100hp? 200hp?
The player has 200 HP on Moderate difficulty; Or 160 HP on hard.
Thanks for the feedback on damage numbers; we'll separate them into magenta (enemy) and red (player)
Also we've addressed your feedback in the latest patch (0.64.3); among some other things:
- Support for much higher window resolutions
- Better controller/mouse rebinding support (the game also remembers your configuration on exit)
- Numerous balance changes including nerfing multi-jump.
- Debug window is hidden by default (with an option to turn it back on).
- Mini map automatically closes when expanded for too long.
- Differentiating damage numbers to red (player) or magenta (enemy)
Thankyou for the kind words and feedback!
The grapple and shield can not currently be dual weilded simultaneously; as the 1st slot is reserved for offensive items based on the advice from most playtesters. The closest thing is using the quick swap button (Y on XBox controller or R on mouse).
With regards to certain enemies not targeting alied turrets; well spotted!
EDIT: We've fixed that in the latest update 0.61.10; in addition to multiple other feature updates.
I'm not much of a platformer or RPG player, but this game has had be hooked for hours. A unique mashup of what's out there. Also has some nice and tight controls which always feels good.
Really fun game, the controls are really smooth and the boss fights are challenging but not impossible. The various weapons and powers feel good to use, the grappling hook and sword being my favourite combo. The art style is makes me think of Out of This World and makes me want to explore all the levels.
Had some fun with this. Full of surprises and consistently fun. Reminds me of some of my favourite old school platformers, but luckily this one has less flaws. Worth a look for anyone that likes grapple hooks, prince of persia or spelunky.
Thanks for your support ireadtabloids!
We'll continue to update the game on a regular basis :).
Have a fine festive season :)
Pretty awesome game! A lot of variety to enemies and the setting. What I love the most about that you can tackle the challenges the way you want. And being given random equipment always keeps it fresh every time you start, you try to figure out how to master your tools. Looking forward to full release.
This is such a fun game! so many ways to play it which I really appreciate. I cant wait to see more of this beautiful game.
Thanks for checking out our game at PAX in October Lenamon;
as well as helping us spread the word :)!
Great game! Congratulations on the launch :)
Finally beat the Bronze Soldier. Well, actually he dealt the killing blow to himself when he charged my shield causing a stalactite to fall on him dealing 45 damage :)
It was great seeing this at PAX Aus, now to see if I can make it past level two...
It was great to see you at both GX And PAX; thanks for buying the game at the latter.
Your visual novels are amazing and I love the art style and narrative of Death of Magic :).
I'm a fan of roguelites like TowerClimb, Spelunky and Downwell
I remember seeing an early impressions review of your game a while back.
What changes have you made since?
We've added quite a few since the review from GameTurtle:
- Added a system of runes; which give the players perks including being able to glide, being able to carry and throw things unimpeded, stealing health enemies.
- Fleshed out the Grotto of Guidance much more. Including
- Added a new boss: the bronze soldier.
- Some additional enemies and traps.
- Updated most of the graphics, particularly in the garden area.
- Much more particle effects (particularly for weapons and player actions)
- Extended the sound track with several more tracks including a unique musical piece for bosses.
- Multiple other tweaks, rebalancing and bug fixes from player feedback.
- Much more...
I can post the updates from June to now in the dev log if you like :)
We're fans of the 3 games you've mentioned to; having spent 50-100 hours finishing each in turn. Haven't quite beat Downwell on Hard yet though; nor gotten all 7 legendary fragments in the challenge run for TowerClimb (brutal boiler being the main roadblock right now XD). Glad you mentioned TowerClimb as it was actually the first roguelite platformer we played (even before Spelunky and Rogue Legacy) back in 2013 :)
TowerClimb is grossly underrated...never quite got the attention it deserved.
As for the 7 fragments run (which I'm also yet to finish): brutal boiler isn't too bad; after a lot of practice winchshot becomes second nature (albeit infuriating if you don't reorder the levels to practice ;)). The arcade was the hardest for me (damn stun./zap blocks are hard to predict/outrun).
Anyway....giving Aura a spin; if it's good I might leave you a tip :)
EDIT: Neat game;
Reminds me alot of TowerClimb, Catacomb Kids or Spelunky with the depth of interactions (though a fair bit more forgiving and quite different). TC is still my favorite; but I look forward to seeing how Aura develops :)
Finished up with PAX a couple of days ago
Back to updating the game and sharing articles :)
Hi Folks :)
We'll be exhibiting the game at PAX Australia from the 26th-30th of October and so our responses may take longer during this weekend.
We will however endeavour to respond to comments as soon as possible :).