Funded! This project was successfully funded on June 29, 2012.

Update #15

New tileset artwork!


Hey guys!  As promised, today we have some tile artwork for you to see.  This is the first finished tileset of many:

2x size, so you can see the walls:

With it, I bring word from our lead artist, Blake Reynolds:

First off, let me thank all of your for this warm and wonderful support for our project. It means the world to us that AURO has a chance at reaching the potential we feel it deserves. What you see above is a mockup image of the assets that currently exist for the game. As you can see, the story mode will take place inside a flooded castle. It is AURO's job to fix a sewer pipe, although of course, that quickly gets out of hand and unleashes an ancient evil and all of that. All the levels will be surrounded by water, which supports one of the core mechanisms in combat: sending enemies off the edge to their watery graves. The tilesets will also feature large wall graphics inspired by many of my favorite 2D Japanese games which feature pixel art. This is one of what I hope will be about a halfdozen tilesets for the whole game, and maybe more if we continue to gain your support! So please, if you like what you see and want to populate AURO's world with more content, please share this with as many friends as possible.

While this is getting closer to what gameplay will look like, it's still missing many things worth mentioning:

  • Splash effects for when you ring out monsters
  • Stationary pillars, detailed for each tileset
  • More special effects
  • A whole new HUD (this was from an older version of the game, both in terms of visual design and functionality)
  • Character portraits where Auro's mentor, Quillsh, currently resides at the top right. Each NPC and many monsters will have accompanying portraits when they speak to you.

This game is a whopper of a visual project. We hope you like following its evolution and development as much as we like making it happen. Thank you all again so much for your generosity.

~ Blake


    1. 6488_140868254492_554254492_3285728_7072920_n.small

      Creator Jordan Starkweather on June 26, 2012

      LOVE IT!! That was my only worry about this game, I couldn't really get a feel for the world it took place in. Now I'm even more excited for Auro! Great job!

    2. 199503_1943192184228_1375190562_2197253_666940_n.small

      Creator Keith Burgun on June 19, 2012

      I think it's incorrectly assumed in videogames that giving players more of a tactical advantage, more control, more information, is ALWAYS what you want to do. Games are actually crafted out of limitations, though (in fact, rules are limitations).

      We want Auro to be able to see 3 tiles around him in all directions. We don't want him to be able to see farther "up" than he can left and right, merely just because of the shape of the platform. I don't want technology guiding the design.

    3. Fb_profile_picture.small

      Creator Dawid Ciężarkiewicz on June 19, 2012

      I'm not sure if it isn't a case already, but the top part could slide away, when no character is speaking, leaving bigger view for tactical advantage.

    4. Missing_small

      Creator Rikkano on June 19, 2012

      I have been eager to see this since it were mentioned some time ago, and I am very pleased with result, mockup or not. :)

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