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I played AURE and I agree with some of the points already mentioned here.
I played two fights, one in manual mode and one in automatic.
The core idea is good and feels fresh. I haven’t seen a gladiator game where you’re the one watching and supporting instead of fighting yourself. What I liked most were the character animations. They’re slow but impactfull, and so every hit has real feel to it. Showing attacks and blocks as slot machine reels also works really well and fits the theme.
The biggest issue for me was the UX at the start, before the first fight. As Nadatarama mentioned, you read on the left and click on the right. At first I didn’t even notice that I was supposed to read the text on the left. On my laptop I also had to scroll down to see the whole page. These are small things, but they shape the first impression a lot.
The tutorial would work better if it guided you step by step through actual gameplay. Right now you click through pages of text and have to click again to get all the information, and by the time the fight starts most of it is forgotten.
Overall I think the core idea is strong, but it still needs a lot of polishing, mostly on UX and onboarding. I’d be happy to try it again once that’s tighter. Good luck with the development!
Thanks for playing both modes and for the thoughtful feedback! I’m glad the spectator/supporter role felt fresh, and that the slower animations gave the hits some weight. That’s a big part of what I’m aiming for.
Your onboarding feedback makes sense. I am a total newbie in this but i wont back down. I’ve been working on a new introduction that teaches through actual fights, with short explanations when something happens, instead of presenting all the rules beforehand. I’m also refining the layout and screen fit, i dont know the basics of arrangments i guess. Thanks
I’d love to have you try it again once this build is ready. Thanks for helping me see what’s working and what needs attention!
I went in open minded, but I struggled to like this. It felt very AI-generated in a negative way: wordy and with weird UX. It starts off with dialogue to read on the left and buttons to press on the right. It goes into a very lengthy description of the combat rules, and before you can grasp them, gratefully, it offers an automatic option, where the voice narration can't pronounce the gladiator names. The combat itself is clean, which is... fine, I think, but there's no real difference that I immediately detected between a hit that connects and one that doesn't from the swinger's perspective. So now I'm trying to follow the sword combos above, the result of the fight below, ignore the voice, and... that's kind of where I gave up. But as per the comment below, it's clearly someone's cup of tea, even if it isn't mine. Sorry I don't have more to offer, but I do suggest cleaning up the UX which has all that intro dialogue so far from where the clicking happens, with separate text to read on each half.
Thanks for being so honest and taking the time to explain everything! This is exactly the kind of feedback that makes a difference.
I'm completely new to game development, so I really appreciate the lesson, haha.
At first, I focused so much on the combat and the reels that I didn't give enough attention to making the menus and introduction clear. Now I'm working on a better tutorial and making the whole experience easier to understand, but it seems the actual fighting needs some catching up too, haha. I enter into the jam just to find people to test this, i know this has potential if i can polish it well.
Maybe this still won't be your kind of game, and that's perfectly fine. But I hope you'll get a chance to try it again when the next update is out!
I'm curious about one thing, though. Do you think the core concept has potential? Could you see yourself watching and betting on fictional gladiator fights if the experience were more polished?
Thanks again for being so frank with me!
A game where you bet on outcomes? That is absolutely my jam.
As a kid I played Hot Dog Vendor, a text based game on early PCs where you buy supplies for your stadium hot dog cart guessing based on weather and if it's a big game day or not and stuff like that, and you make or lose money each guess. No fancy UI, mostly just luck, and I loved it. I remember if decades later.
I also think your game suggests something else going for it: plot. The woman who gives you the money initially suggests a wider story and something more than just betting. I wouldn't drop that even if it's not part of the core mechanic you're exploring first. It is some of what initially pulls me in.
Haha, that's pretty close to what I'm looking for! And Lady Luck is staying! She's at the heart of this world, along with chance and luck. I want the characters and stories to bring the world to life, but the battles should be fun on their own.
I'm a bit ambitious, haha. I'd love to have people watching the same gladiator fights and betting against each other, almost like a fictional sport.
And like you said, I don't need a fancy UI, but it definitely needs to be understandable, haha.
Once the jam ends, I'll release the new update. Hope you get a chance to check it out!
The game is beautiful! I appreciate the mood-setter in the beginning, meeting the 10k gold girl.
At first, I thought I would play a Swords and Sandals copy but quite directly understood you really brought your own original ideas. I like being someone betting on the gladiators for once!
The strongest suggestion for improvement that I have is the introduction/tutorial part, which is very wordy in my opinion. I found myself getting lost in all the details and forgot them as I started playing the game for real. I think the intro could be cut to half or a third in text length. You don't have to explain everything, just basic principles such as "more swords in your roll is better", etc. Ideally that would be matched with some actual gameplay to really make it stick.
A couple of small things I noticed as well! Unos frases no son traducidos a inglese! The canvas suddenly didn't fit on my screen (laptop) in the middle of the tutorial, and I had to scroll to see all UI components. I also don't know if you're supposed to have infinite support but I used my support a lot in gameplay!
Cool concept, and I'd like to play it again when the description and UI is tighter!
Hey Sniggle, thanks for playing!
I'm really glad you enjoyed the opening and Lady Luck's appearance! It's also great to hear that you understood what we're trying to create with AURE.
We're listening, and this is exactly the kind of feedback we needed to help us polish the areas you mentioned. Thanks for pointing out the untranslated text too, that's definitely a must-fix!
And yes, you're right about the support system. For now, it's unlimited, but the idea we're working toward is to have real audience participation, where people can support their favorite gladiators during fights.
We're still in the early stages of development, so feedback like yours is incredibly valuable.
Thanks again for your support! hope to see you back later.
Hey! I gave your game a try!
I have to admit I struggled a bit to understand what was going on and what I was actually supposed to do. The main issue for me was the UI. It feels a bit like an AI-generated dashboard rather than a game interface, with too much text and too many elements competing for attention.
I think simplifying the interface, making the main actions more obvious, and adding a short interactive tutorial would help a lot. Some animations or clearer visual feedback during fights could also make the experience more engaging.
Right now, I feel like the presentation makes the game harder to understand than it needs to be.
Thank you for taking the time to try AURE!
This is really useful feedback. You're actually the second person to mention that the interface feels cluttered, so it's becoming clear that we need to work on that.
We're still in early development, and I agree that the animations, visual feedback, and overall presentation need a lot more work.
One thing I'd love to know: where did you first start feeling lost? Was it during the menus and preparation before the fight, or once the battle started with the spinning reels? Did you play automatic or manual?
That would help us identify where to focus our improvements.
Thanks again for playing and for being specific about what didn't work for you!
So essentially it is a slot machine prototype for some sort of crypto gambling stuff :)
It can do the trick but you would need to add a lot of great looking 2D or even 3D animations.
The AI interface is cluttered for my taste. It feels like I'm at some sort of sports betting website rather than in a game. But I don't know. Maybe it is okay.
I would add some online elements to it. Where players place their bets on scheduled fights. So during that fights they can spend their "something" on gladiator buffs/heals/etc.
Thank you so much for trying AURE and sharing your feedback!
I'm actually really happy that you got the sports betting website feeling, because that's very close to what I'm trying to build like a mix of esport betting powered by automatic or player competitions!
The long-term vision is a living arena where players can bet against each other on scheduled gladiator fights, support their favorites through buffs, equipment, sponsorships, and other mechanics, while also having a game that people can enjoy playing without betting.
We're still in the early stages, there's a lot of work ahead, especially with character animations, visuals, and making the combat more engaging.
I'd love to ask you two things, if you don't mind:
Did you watch more than one fight? And did you find the combat itself entertaining, even with the current animations?
Also, when you mentioned the interface feeling cluttered, were you referring to the battle screen with the slots, or the menus leading up to the fights?
We're still figuring out what works and what needs improvement, so feedback like yours really helps us move in the right direction.
Thanks again for taking the time to play!