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AureBL

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A member registered 6 days ago

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It was a nice trip i felt like a gentleman, even afraid of asking what a trick was, that grasshopper could strike me face for not knowing hahah, later you could set up tournaments. 

sure! it was chrome on desktop. glad i can help! 

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!

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!

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!

Excellent card game! 

The whole presentation is beautiful and elegant. The ship setting, menus, character designs, and little interactive details, like the bells, give the game so much personality.

The characters are especially charming! Their expressions and reactions change throughout the game. Sometimes they look nervous or impatient, making it feel like you're actually sitting at a table playing cards with them.

There's a learning curve if you're unfamiliar with trick-taking games, but once you understand the objective, everything clicks. I went from not knowing what a trick was to understanding the strategy and finishing the entire campaign

I played against the computer, but I imagine it would be even more fun with other players.

Will come back to play with someone gadly.

My only suggestion would be some subtle background music to complement the atmosphere.

Really impressive work. 

A fun little puzzle game! The whole hat situation is weird in a charming way, especially when you finally get a hat and immediately lose it, haha.

The puzzles are clever and make you think. Once you understand how to rearrange the tiles, everything starts to click, and solving each level feels satisfying.

The mechanics are simple, the presentation works well, and the difficulty feels fair. It's a nice puzzle game that knows exactly what it wants to be!

Fun concept! The countryball characters and battle animations are entertaining, and there's a nice variety of strategic options.

I think the game could benefit from a soundtrack with a little more tension and excitement.

I also noticed a small UI issue while playing on my computer. The panel showing Treasury, Income, Units, and Safe sometimes covers the Attack button when selecting countries on the map. It happens with some countries but not others, making the button difficult or impossible to see.

Hope this helps!

Really fun concept! I played through several rocket launches, and I can already imagine how much my kid would enjoy this game.

The mechanics are simple and easy to understand. The character's voice is adorable, the sound effects are nice, and I liked the little story that develops as you progress. Having the game explain why your rocket failed or give you a tip afterward is a great touch!

One suggestion would be to include some fun science facts or explanations, maybe through achievements or after each launch. It could be a great opportunity to learn something while having fun.

I also think rocket construction could be a little more creative than just clicking along a line. I understand the idea, but maybe there's a more interesting way to represent that process. I did enjoy the welding mechanic, though!

The resource-gathering clicker mechanics are fun, but I wonder if they might become repetitive. Maybe different tools, materials, or types of meteorites could add some variety. Although I understand that clicking and gathering resources is part of this genre.

Overall, a charming game with a fun concept, lovable characters, and some really nice ideas. I enjoyed my launches and would love to see how it develops!

Really fun concept! I played through several rocket launches, and I can already imagine how much my kid would enjoy this game.

The mechanics are simple and easy to understand. The character's voice is adorable, the sound effects are nice, and I liked the little story that develops as you progress. Having the game explain why your rocket failed or give you a tip afterward is a great touch!

One suggestion would be to include some fun science facts or explanations, maybe through achievements or after each launch. It could be a great opportunity to learn something while having fun.

I also think rocket construction could be a little more creative than just clicking along a line. I understand the idea, but maybe there's a more interesting way to represent that process. I did enjoy the welding mechanic, though!

The resource-gathering clicker mechanics are fun, but I wonder if they might become repetitive. Maybe different tools, materials, or types of meteorites could add some variety. Although I understand that clicking and gathering resources is part of this genre.

Overall, a charming game with a fun concept, lovable characters, and some really nice ideas. I enjoyed my launches and would love to see how it develops!

It works! now make it interesting. flashes when you get a perfect drop, a goal and rewards

Great presentation! The main menu, music, card designs, and animations are all really well done. The soundtrack even reminded me of Perfect Dark!

The tutorial is nicely presented, and the game feels very polished. However, once I started playing, I struggled to understand how the combat actually works.

What do the different symbols represent? What do modifiers like +2 or -3 actually affect? I assumed some symbols represented attack and defense, but I couldn't really tell. I ended up winning a match without fully understanding why.

I think clearer explanations of the symbols and more visual feedback showing how each card affects the outcome would make a big difference.

Overall, it's a beautiful, well-put-together game with interesting mechanics. It just needs to communicate what's happening during combat a little better.

Excellent work! This is a really well-made game, and for the right audience, it could easily provide hours of entertainment.

The menus, typography, and music are all beautifully done. Everything creates a cozy atmosphere that fits perfectly with the slower, more thoughtful gameplay.

The AI interactions are particularly interesting. Being able to question characters freely, investigate their stories, and look for contradictions adds a lot of depth. I'd love to implement something similar with the gladiators in my own game someday, although I imagine that's quite a challenge!

For someone who enjoys reading, investigating, and carefully thinking through every decision, this is a fantastic experience.

Really impressive work!

Great! The game is already really fun, and I genuinely enjoyed it. I'll definitely come back later to see how it's evolved!

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.

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!

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!

I liked  the overall presentation. The aiming mechanics and modifiers were solid.

However, I found the tutorial too long and overloaded with information. I think most of the mechanics could have been introduced gradually while playing instead of requiring so much reading upfront.

The oracle cards were especially confusing. After reading the description, I understand they're based on historical divinations from Admiral Yi's war diary, which is actually an interesting concept. But while playing, I couldn't tell whether these cards affected the gameplay or were simply there to provide historical context.

I think the connection between the historical elements and the actual gameplay needs to be clearer.

The concept is elegant, but it still needs refinement to become genuinely fun. I spent too much time reading and trying to understand everything instead of enjoying the experience. A shorter, more interactive tutorial and better integration of the historical elements into the gameplay would make a big difference.

The game runs smoothly, and the mechanics are simple and easy to understand. I had no trouble figuring out what to do, but the experience felt a little underwhelming.

I kept surrounding my opponents and taking over territory, but there wasn't much visual excitement when I conquered an area. Everything worked, but those moments didn't feel particularly rewarding.

The AI also seemed too easy to beat. Once I surrounded my opponents, they didn't seem capable of escaping, so there wasn't much tension or challenge.

Maybe  multiplayer might be a different experience.

Overall, it's a well-made, quick, and straightforward game. I think more engaging visual feedback when conquering territory and a stronger AI opponent could make the experience much more memorable.

gOOD COZY art, the characters, and how quickly the game starts. It looks great and has a nice atmosphere.

But I ran into some frustrating problems. While pushing a box, I pressed space and my character got stuck. I couldn't move in either direction.

Then I spent way too much time trying to figure out the fishing mechanics. I collected the rod, reel, and worms, but couldn't figure out how to use them together. The upgrade menu only showed "Damage Current Upgrade," and I couldn't find anything else to apply. When I reached the fishing spot, the fishing icon appeared, but pressing space did absolutely nothing.

Maybe I missed something, but the game doesn't make it clear what you're supposed to do next.

Movement also feels too slow, especially when you have to walk all the way back through areas where there's nothing else to do.

Like blobs and survival so nice name, let try

I really enjoyed this one. The gameplay is simple to understand, the menus are clear, and the progression feels well balanced.

What I liked the most was how the game handles difficulty. I've played quite a few survival games where enemies eventually become so overwhelming that escaping feels almost impossible. Here, even when the screen starts filling with enemies, you still have enough mobility to dodge, maneuver, and survive if you pay attention. It kept me engaged and wanting to continue.

I also loved the dash ability! It's a really fun addition to this type of game. The upgrades stayed interesting throughout my run, and the boss was a nice challenge. I eventually lost, but it felt like a fair fight.

A couple of suggestions: since the characters are blobs, I'd love to see more fluid, squishy animations for both the player and enemies. I think that would give them a lot more personality. A little more context about the world and what we're fighting could also make the experience more memorable.

I also encountered a possible bug where my character got stuck against the upper edge of the screen and couldn't move away. I restarted and continued playing.

I only tested single-player, so I can't comment on the multiplayer experience.

Overall, a really fun and well-balanced survival game. Easy to pick up, challenging enough to stay interesting, and definitely worth playing again.

5/5. Great work!

What a great game! I was hooked almost immediately. The visuals, colors, animations, and especially the way the music syncs with everything really make the game stand out.

I also loved the idea of combining poker hands with a strategic board game. There's clearly a lot of depth here, especially with the different cards, combos, and special abilities.

The tutorial was interesting, and I liked learning by playing against a teacher. Once more mechanics started appearing, I got a little overwhelmed, and when I tried playing against another player I got completely destroyed, haha. Still, even though I didn't fully understand everything yet, I could tell the game has a lot of depth and is genuinely engaging.

One piece of feedback: the special powers/modifier cards felt a little visually disconnected from the rest of the game. The main presentation has a really strong neon, futuristic, electronic style, but those cards looked much more generic to me, almost like they belonged to a different game. Maybe they just need more visual context or stronger integration into the overall aesthetic.

Overall, this feels like a very polished and complete game. Creative, challenging, stylish, and entertaining. It definitely has a learning curve, but it also made me want to keep learning and come back to it.

Great work!

I liked the colorful presentation and the creativity behind the different weapons. Some attacks were quite unexpected, especially the French fries attracting birds!

However, I had trouble following what was happening during the match. I understood how to select weapons and aim, but it wasn't always clear what effect my attacks had, who was winning, or when a round had ended.

I'll admit I didn't pay much attention to the instructions at first, so I may have missed some details. However, I think that's another area worth improving. The instructions seem to provide enough information to understand the game, but the instruction screen itself doesn't really stand out or catch your attention.

My main suggestion would be to make the results of each attack and the progress toward victory more noticeable during gameplay. I also found the visual styles a little inconsistent, which sometimes made the action harder to follow.

I think the humor and creativity are the game's strongest features. With clearer feedback during combat, the experience could be much easier to enjoy.

I really enjoyed the tutorial! The mana system for attacking felt interesting, and I liked the variety of cards and summons you can bring into the arena. It looks like there's a lot of room for different strategies and playstyles.

Unfortunately, I couldn't experience much beyond the tutorial. I tried playing Arcade mode several times, but kept getting "Connection interrupted" and "Connectivity timeout" errors. I also couldn't find an opponent for PvP, although I didn't wait very long.

One thing I would suggest improving is the card selection interface. The cards were difficult to see and read clearly, although I'm not sure if that's because I was playing in a browser.

I was also a little confused about whether the main focus is competitive PvP or progressing through Arcade mode.

Overall, the tutorial left me wanting to explore the game further. The mechanics seem promising, especially the strategic possibilities, but I couldn't properly evaluate the gameplay because of the connection issues.

I'd definitely like to give it another try once those are resolved!

2 stars because I couldn't actually play the game due to connection issues, not because of the gameplay itself.

I really enjoyed the tutorial! The mana system for attacking felt interesting, and I liked the variety of cards and summons you can bring into the arena. It looks like there's a lot of room for different strategies and playstyles.

Unfortunately, I couldn't experience much beyond the tutorial. I tried playing Arcade mode several times, but kept getting "Connection interrupted" and "Connectivity timeout" errors. I also couldn't find an opponent for PvP, although I didn't wait very long.

One thing I would suggest improving is the card selection interface. The cards were difficult to see and read clearly, although I'm not sure if that's because I was playing in a browser.

I was also a little confused about whether the main focus is competitive PvP or progressing through Arcade mode.

Overall, the tutorial left me wanting to explore the game further. The mechanics seem promising, especially the strategic possibilities, but I couldn't properly evaluate the gameplay because of the connection issues.

I'd definitely like to give it another try once those are resolved!

2 stars because I couldn't actually play the game due to connection issues, not because of the gameplay itself.

A classic old-school, text-based dungeon crawler with a few visuals. The game works well overall, and I enjoyed the traditional approach.

My biggest issue was turn clarity. It wasn't always obvious when it was my turn or the enemy's, or when I could use my items. Clearer visual indicators would make combat much easier to follow.

I played as a Ranger without hiring a mercenary, but the enemies made it difficult to progress without someone on the front line.

Unfortunately, I couldn't test the multiplayer mechanics because no one else was available. I imagine that's where much of the fun comes from!

Since the game embraces that old-school style, I think adding more story and dungeon lore could make the experience even more engaging.

Overall, a solid foundation with a classic feel. I think clearer turn indicators and item availability would be the most valuable improvements.

Excited to be  part of this jam.