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Patch 1.0.2 - Post release Dev blog

Almost two weeks have passed since the official release, and I have been very happy to watch plenty of streams, videos, feedback, and reviews. While some people do not appreciate the simplicity and mobility offered by the game, many players have achieved 100% completion and overall enjoy the experience, with speedruns starting rules the game and post new records. Although I am convinced that each game is different and cannot please everyone, Noreya was designed to be accessible in terms of difficulty and navigation within the world. The comparison to the two major titles that everyone uses as a reference is enough to objectively compare the relevant points. In this sense, I will not make hasty changes to please a few peoples, in the first 30 minutes of gameplay. Noreya will offer you a unique experience (which I believe is very good) but not in such a short time. However, with the game's release, many interesting suggestions have been made! ANd if you've been reading the dev blogs, you know I like to include player's ideas. Some are already implemented in this new patch, and others are coming. Let's talk about it, you know the format (and if you are new here, welcome! I invite you to read the previous ones).

Improving Game Readability


This is the kind of thing that makes the art team cry of pain, but many of you have asked for something to be done. So we have added two things. - You now have access to a contrast adjustment from the accessibility menu, which will affect the background layers. Heres a small sample in 3 images.
- All foreground layers are now slightly transparent, which greatly improves readability when certain decor elements pass in front. Why did we choose opacity instead of redoing all the foregrounds? Because its faster, it maintains a sense of things passing in front while preserving readability. In my opinion, it was the best choice to make.

Improving the Beginning of the Game


We have read that the beginning of the game was judged too hard and unfair, and that it didnt showcase what the game offers. From what I understand, the quantity of monsters, but especially the presence of ghostly monsters, was problematic because encountering monsters that cannot be defeated is unusual, and many of you were forcing against them. So, I decided to reduce their number and add cages around them to reduce the punitive aspect of the levels concerned. Also, I even added small rewards for those who venture into that area.
The addition of cages should help new players understand that the game contains new mechanics for later, but also that these monsters cannot pass through. Initially, this was something reserved for the Ruins of Lemia, but the impatience of new players didnt allow them the time to get there. I dont know if this will be enough; its complicated to offer more without destroying the way the world is designed. I remain vigilant to feedback and continue to think about it.

Addition of atk+ pickups in the world


Just below the hearts and fragments, we have added swords for each boost you have collected in the world. Note, this does not take into account skills or boss souls collected.

What we will add (in progress)


Without going into full detail, here is a non-exhaustive list of what will be added:

Health gauge on bosses


When the team was working on the project, no one knew if we should add it or not. Based on some Metroidvanias, the team voted no. With the hindsight of the game's release, and especially because of the Giant Worm, I thought it was worth adding a health gauge that will provide a reference point during this misunderstood marathon and an indicator of what needs to be done. As a player, I have experience with games that offer a health bar and those that do not (without any visual degradation), and I dont think its an addition that will denature the game, so lets go for it!

Map markers


This was something I wanted to do, but we were already struggling to meet deadlines and release the game without it being a bug party (and there are still bugs). So this feature will be released very soon! It will make map exploration easier with the aids that already exist ^-^

Automatic statue selector


This is a feature that has been suggested on reddit. And no one in the team had thought of: the ability to automatically select the next available statue to teleport to. The only complexity is choosing which button to use because there are already quite a few things ^^ but aside that, its not very complicated to implement.

Controller button binding (and mouse?)


A recurring topic, and its not that easy. Several weeks have already been lost on this subject. Ill see if its possible to try again, this time successfully o/

Why everything requested is not added / QoL at the beginning


I have seen too many games become bad because the development team followed a few complaints about frustration and difficulty. Don't get me wrong, it's not an easy topic. And it is important, as a designer, to put things into perspective and be objective. As you know, I like to share with you the experience of creating a game in all its facets, and a few people have asked us to have several skills by default in the game, without spending 1 hour, so let's take a quick tour.

Knockback at the beginning of the game.


The obvious comparison with this one is Hollow Knight. Indeed in HK you have it from the beginning, but you also suffer from it, which causes your character to gradually move back, putting you in trouble on platforms. Also, the HK character is much slower and less responsive than Kali. Adding this skill at the beginning of the game would make it thoughtless, creating a "run and gun" attack button would be enough to get out of all situations, rather than moving, thinking about the movement to make, and understanding the enemies. Therefore, it will not be unlocked at the beginning. Step back, attack again, this is enough to beat the game trust me.

Dash at the beginning


I dont know if this request comes from the fact that its the first skill obtained in Hollow Knight or that some games offer a roll/dodge from the start (with a strong Souls-like presence). But in Noreya, it will take you about 2 hours to unlock the dash (unless you explore each area as soon as possible), and having it will open many passages. The dash in Noreya is a movement ability rather than a combat one because the characters natural mobility doesnt need a dash against any enemy. Most of the time moving from left to right is enough to dodge, or a well-placed small jump. Anyway, offering such a combat-oriented skill at the beginning of the game would ruin almost all the monster patterns, as they were designed around the game as it is right now. In a game like Blasphemous, for example, monsters were designed with the players ability to parry and dodge in mind. If you miss this feature, take a break and analyze the monsters giving you troubles. Youll quickly find a solution! (rushing in doesnt work very well at the beginning of the game btw!)

Change the name of the normal mode to hard


In my opinion, its the hard mode that should be renamed to normal because reappearing at the beginning of the level is clearly not the norm. You should know that the difficulty modes in Noreya do not affect the monsters or exploration. Only the bosses health, health recovery (via loot in pots), and the purchase of skill points are affected. Everything else is the same. If you struggle on normal, try the game on easy; youll see that theres no big difference, but you can recover up to 3 hearts at each map transition for free, allowing you to rush more at the beginning of the game without being punished. After a few hours of play and obtaining automatic regeneration and life steal, no matter the difficulty mode, its no longer a big issue. Im rather bad as a player, so I designed an easy mode for myself, and I rush the game without thinking on easy. The normal mode requires me to concentrate more, and the hard mode, in my opinion, is the equivalent of Hollow Knight (for my skill at least).

Untouchable monsters at the beginning of the game


The famous ghosts that cannot be killed until you find the holy skill. I understand that this is frustrating, especially in an era where games give you everything from the start, and in my opinion, it would be a total waste of pleasure to give the ghost skill at the beginning of the game. Sure, it might highlight this original feature more. But what a loss of flavor, after struggling through so many maps, you get the power to get revenge, and the game reveals itself from another angle (puzzling). At the beginning of the development, the path to reach the Dark Lady was much longer and without indication! That was really tough. Over the years, we have always wondered whether we should put this feature at the beginning of the game or not, and although people who test the game for 1 hour (via the demo or purchase before refunding) will never see this feature, it would be, in my opinion, a pure waste to unlock it earlier. Noreya doesnt want to play the wow card that everyone is playing those days; we want it to take its time, like savoring a good meal. Also, the rework that I've done to the first area in the Forest should help understanding this kind of monsters, and reduce the frustration hopefully. From what I remember, these are the main points that come to my mind. And I know that some people will not agree with what I write here! No problem, we are free to have opinions and respect them ^-^ As a designer we have to take decisions and many time the team was unsure. I absolutely made sure not to create a Souls-like, as it is trendy, because its too hard (for me) and requires too much investment for many people (like parents, yes I am also one of them) who dont have 200 hours to spend in a game to beat a boss (no the Giant Worm do not requires so much time, yes it is long, bug you can breath in the light as much as you want). There are frustrating things, but they have a reason to be. If you dont enjoy your experience with the game and you chose normal mode, then switch to easy. In this mode, run and gun is much more forgiving.

Some Boss Adjustments


We made a few adjustments to the bosses, beyond fixing bugs. - Salluste now projects shockwaves on the ground, which reduces mindless brute force attacks! - The Giant Worm has had its health reduced by almost 20% again! The other bosses have not undergone changes except for bug fixes.

Improvement of Save and Memory Leaks (again)


Although this topic was addressed before the official release, during very long game sessions and "100%" playthroughs, there are still some issues that we are resolving little by little (thanks to the players who lend us their saves for testing!). First, the world map exploration has been modified to mark a map as "fully explored" once you have seen a certain percentage of its area. This will clear all fog history and help lighten the save file.
We have also revised the fog code to make fewer memory footprints, which should help as well. On the memory leaks side, there were still a few that had little impact in small quantities, but after going through a hundred maps, they became problematic. And it was mainly the particles that were causing issues! Although there are still and always will be possible improvements, the game will stabilize over time. This only concerns a small number of players who push the game to its extreme corners! But I would like it to be possible to complete the entire game in one go, without a break. So we will continue tracking in this direction!

Upcoming Stream


It's been a long time since I launched a stream, I don't have a specific date in mind yet, but I think I'll launch one sometime in July! We'll talk about development, Q&A, Kickstarter, and I'll play a bit of Noreya, probably on hard mode, to get my butt kicked (or not), go for a no-death run on hard? Lets go!

Bug Fixes


The eternal bug fixing! New people report small issues here and there, even though the game is quite stable. We haven't been idle despite my vacation huhu, here is the patch log that concludes this post! Improvements/Changes:
  • The Start button on the controller now removes the Pause menu
  • Reduced the Giant Worm's health (again)
  • Bats now bounce on trampolines to avoid getting stuck in them
  • Added an option to skip the animation for karma and world change
  • Added a contrast option in the accessibility menu
  • Added a sliding sound on slopes (it was forgotten D: )
  • Dash attack now requires an attack to be activated
  • Salluste now projects shockwaves on the ground
  • The knockback force was too strong on flying enemies
  • A map will be fully revealed after a certain completion percentage to validate that you have seen everything and reduce the save file size
  • More enemies are affected by the Golden Widows skill
  • Modified the entrance/exit of the soul devourers map
  • Added atk+ in the interface
Bugs:
  • Items on the map are correctly displayed when you have the respective skill
  • The value for the number of attack points was undefined and not 3 (thats what happens when you make fixes right before going on vacation -_- ).
  • Strange bug when dying at the same time a door is opened by a Garzul
  • No damage taken after defeating the true ending
  • Problem with multiple interactions with the forge
  • Many sound issues with the Soul Cleaver and the Golden Widow
  • Golden Widow getting stuck in some cases / the camera not locking properly
  • Fixed a specific FPS problem with Boss 6 in a certain case
  • Fixed several bugs with the Giant Worm, notably the Halo not resetting properly
  • Improved mouse/keyboard sync for navigating menus when switching between the two
  • The final boss door would lock if you quit the game on a specific frame
  • The Golden Guardian Boss music not stopping when you die during the fight
  • Chakrams could hit bosses from very far away
  • The camera not repositioning correctly if you pause at a precise moment
  • Basic attack damage should no longer exceed 100 (for new saves)
  • Particles still visible after destroying a statue


[ 2024-07-06 18:07:11 CET ] [ Original post ]



Noseka: The Gold Project
Dreamirl
  • Developer

  • Dreamirl
  • Publisher

  • 2023-11-07
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 44  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (54 reviews)


  • Review Score

  • https://store.steampowered.com/app/1760330 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • "Noseka: The Gold Project" is a 2D pixel-art metroidvania game set in a dark fantasy universe.

    The game offers players a choice between allegiance to the Gods of Light and Shadow or the gods of Corruption and Gold!

    But be careful!

    Decisions made in the game affect your progression by changing the available paths and abilities.

    The game's key art creates a unique experience for gamers with no run being the same as others, this duality encourages players to explore both paths.



    Auria, the God of Avarice, took power over the city of Lemia after imprisoning the Goddess of Light. Kali, a fighter who lost everything at the hands of the gods, sets out for the city to verify the rumors surrounding this new god who corrupts and subjugates humans in exchange for wealth.



    Explore the City of Gold and its cathedral, confront the creatures of shadow and gold, pledge allegiance to the god of your choice to embody their power, or detach yourself from the gods and suffer their wrath. Again



    Game features
    • Meticulously crafted pixel art
    • 2 Unique persistent worlds that evolve according to your chosen allegiance to the gods (The Path of Gold or The Path of Light)
    • A skill tree with over 50 abilities!
    • 7 memorable bosses
    • Over 25 totally unique monsters with innovative gameplay surrounding each monster.
    • Easy-to-play, hard-to-master controls.
    • Smooth, pleasant platforming.
    • Fast, dynamic gameplay.
    • Pixel-perfect combat, subtle and accessible.
    • Several possible endings.
    • An original, epic soundtrack by Sarys and Xavier Dang (MisterMV), which evolves according to your allegiance.
    • An original storyline scattered around the world: find all the stelae in the game to understand the history and mysteries surrounding the gods (optional storyline).
    • A non-linear map: discover the world as you please



    Backstory: The world of Noreya
    In time immemorial, seven deities joined forces to shape the land we know today as Noreya.
    Such was the power of the Seven that Men, as a sign of respect but also out of fear, began to worship them. Some sinners, however, strayed from the path, bringing out the most maliciously treacherous parts of themselves. From this malice came new deities, gaining their powers from the servitude of their subjects.

    In the lands of Lemia, home of the primordial Goddess of Light, an endless famine persisted. The poor inhabitants' desire for wealth benefited the God of Avarice, who in turn promised an end to their misery. The god everyone now calls the "God of Gold" transformed all his followers into shapeless, tormented creatures: the golden shadows. Lemia, once so luminous, now gives way to unhealthy greed.

    Duality: Pledge allegiance and receive the power of the gods!
    With a skill tree containing over 50 skills, you can evolve according to your allegiance to the Goddess of Light or the God of Gold.

    You can also play double duty, but in this case you won't have access to the most powerful spells. It's up to you to find the best balance for your style of play.

    A world for every god.
    No more metroidvania with a single map to discover.
    In the world of Noreya, the world changes according to your allegiance.

    Are you familiar with the Golden World and have now decided to worship the Light? Get ready for a whole new experience, forge ahead as you discover which areas have changed and discover which parts of the game are no longer accessible! However, in turn get ready to explore other new adventures that now await the servant of the Light!

    Each version of the world conceals secrets and exclusive bonuses. Can you find the artifacts hidden in the depths of the world? Only time will tell!



    The soundtrack

    Signed by the incredible duo Sarys / MisterMV, enjoy an original soundtrack that will accompany you throughout your adventure.
    Switch allegiance, and the music will change and evolve with you.


    A game for arachnophobes:
    Initially, we had planned to include spiders in the game, but we realized that many players are arachnophobic.
    WIth this in mind, we worked on coming up with an alternative that works and retains the feel of the underground environments.

    But who knows, maybe one day the spiders of Noreya will be released. But that's a tale for another time.

    Read more on our dev blog:
    https://store.steampowered.com/news/app/1760330/view/3712699226995016096
    MINIMAL SETUP
    • OS: Ubuntu
    • Processor: Intel Core I5Memory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: RTX 1660
    • Storage: 1500 MB available space
    RECOMMENDED SETUP
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    • Processor: Intel Core I5Memory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: RTX 1660
    • Storage: 1500 MB available space
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