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(+1)

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!