Read the thing.
There's some decent info and examples here and there about... stuff.
But all together it's kind of confusing.
It really comes across as a guy being salty rather than informative about art and games.
I kind of wondered if a long dev time and low sales prompted writing this article.
So I looked up Auro on my phone.
$2.99, 1 thousand downloads.
Not the greatest return on 4 years of development.
I might be a bit salty as well.
The lack of a demo might attribute to the low sales.
But I'm not very familiar with the flow of the mobile market.
*shrugs*
The HUD is really weird for sure.
The numbers on the pink bubbles are very hard to read.
The overall composition of the screen is... creative... but weird.
The character animations are fun but completely unresponsive to the actions of the game.
A point that was amusingly illustrated with the street fighter example, say cheese, but disregarded in their own project.
The 15 minute video tutorial is somewhat hard to digest.
Etc.
Aside from talking about pixels and announcing that they won't use them anymore, this article basically just raised awareness of Auro.
Seems like a solid marketing move.
And it worked, on me at least.
Regardless of odd choices, I like weird puzzle games.
Countless hours of my life have been spent playing
Builders Block and
One Piece Mansion.
A weird game was presented to me and now that I know it exists, I'll probly buy it.
There's definitely deep interesting conversations about pixel art, game art, graphics tech, etc to be had.
But I don't really think this one comes together all that well.