Patch 1.2 - Visual accessibility option, and visual fight improvements
I personally have no problem seeing a small character with low contrast. But I absolutely understand feedback from players who would have liked a bigger, more visible character, etc. Unfortunately, the graphical aspect of the game is entirely out of my control, as it is not my field of expertise. I am entirely dependent on what the team create. This is also part of what you learn while making the game. AAA games offer a ton of accessibility options, small indies, not nearly as many. And it's for a good reason: Its very time-consuming. Anyway, we had an idea that should please many people. This option has several parameters to allow you to make the game fits what you want it to be
This "outline" option can be found in the accessibility menu.
Feel free to let us know if its good, if youd like it bigger, or if you want other specific parameters (color, size of the outline, etc.).
If theres one thing the game was missing, in my opinion, its visual effects when hitting monsters. Unfortunately, even with a team of about ten people over three years, no one had a precise idea, and it was often a subject of disagreement, leading to a deadlock where the technical and art teams passed the subject back and forth, ultimately neglecting it. The second issue with feedback stuff related, is that you quickly get used to what you have, and even if its minimal, you no longer notice it. With the calm of summer and a bit of time to think and not rush, I had some ideas that we applied, and they are paying off. See for yourself. Heres what it looks like on normal monsters
And, the biggest improvement in my opinion, which will also provide much more understanding of "whats happening," heres what it looks like against ghosts when you try to attack them in physical form:
Additionally, the few monsters and bosses that have an invulnerable phase will now be much easier to read. All monsters and bosses benefit from this improvement. Moreover, we have also added dedicated sound effects when trying to hit a ghost without success, and another specific effect for attacking an armored monster in an untouchable phase.
This is a painful subject for me, but it must be admitted that the catacombs suffered from slowdowns, especially on certain specific rooms. First of all, its important to know that this part of the game was perfectly smooth before the official release. What caused the slowdown was fixing some bugs and better controlling memory leaks, combined with the fact that some rooms are really, really large, pushing the limits and saturating the game both technically and graphically. So, Ill be honest. Its not perfect yet. I say this because I know what I can do to further improve this area (and I will), but I wanted to have some improvements in this patch. To explain a bit, Noreya uses a "tile" system, so a map is defined in terms of size by a height/width ratio, multiplied to get the total tiles. Multiply that by the number of layers, and you realize there are a lot of objects to generate (and in some cases to manage). The rooms b2_02, b2_05 were way too large, with more than 6000 tiles for b2_05. I reduced this room (and its level design) to fall under 4000. Same for b2_02, I cut it a bit and reduced the number of things in it.
I took a lot of notes while performing that analyzing task, and Ill make sure to apply as many optimizations as possible to the console port (this will also come to PC!).
Although I had already spent time developing a more robust system than what was in place, there were still issues. Either because the system locks access to the file (without knowing why), or because the game crash, or due to steam cloud conflicts. Anyway, it needed improvement. I have therefore improved the save system. It will now automatically create a copy of the save each time it is written. If it doesnt succeed, it will try to name it differently. Finally, when you launch the game, if the save is corrupted, it will try to read the copy, and if it still cant, it will try to read the cache, alerting you that the save was corrupted and it is attempting to recover it! If you still lose your save due to corruption, the game will save the content of a broken save in clear text. Open a ticket on the forum or on Discord, and I will do my best to repair your save! But honestly, Ive stress-tested it for several hours doing all sorts of things, and the game has always managed to recover the save! I would like to thank everyone who provides me feedback, whether positive or negative. I dont plan to abandon the game like this, especially when small details spoil the overall picture. And a big thank you to the testers and other players who help me test the beta versions! It doesnt seem like it, but thats really what takes the most time in this phase of the game. I think this was the last big patch of the summer, and now I will focus on the remaining bugs and the console port. I will write specific dev blogs, but I have no idea when or what it will be about yet.
Improvements:
[ 2024-08-02 16:41:20 CET ] [ Original post ]
Hello,
A week after deploying patch 1.1, here we are already with patch 1.2! Indeed, a lot of things have been done since the release of the game, and not everything was ready for patch 1.1, which explains the short time between these two patches.
We have added a visual accessibility option in this patch, some visual and sound improvements, performance improvements on some problematic rooms in the "Catacombs" biome (I'm still trying to do better), an improved save system, and finally some bug fixes.
Let's dive right into these new features.
New Visual Accessibility Option
I personally have no problem seeing a small character with low contrast. But I absolutely understand feedback from players who would have liked a bigger, more visible character, etc. Unfortunately, the graphical aspect of the game is entirely out of my control, as it is not my field of expertise. I am entirely dependent on what the team create. This is also part of what you learn while making the game. AAA games offer a ton of accessibility options, small indies, not nearly as many. And it's for a good reason: Its very time-consuming. Anyway, we had an idea that should please many people. This option has several parameters to allow you to make the game fits what you want it to be
This "outline" option can be found in the accessibility menu.
Feel free to let us know if its good, if youd like it bigger, or if you want other specific parameters (color, size of the outline, etc.).
Visual Improvements for Combat
If theres one thing the game was missing, in my opinion, its visual effects when hitting monsters. Unfortunately, even with a team of about ten people over three years, no one had a precise idea, and it was often a subject of disagreement, leading to a deadlock where the technical and art teams passed the subject back and forth, ultimately neglecting it. The second issue with feedback stuff related, is that you quickly get used to what you have, and even if its minimal, you no longer notice it. With the calm of summer and a bit of time to think and not rush, I had some ideas that we applied, and they are paying off. See for yourself. Heres what it looks like on normal monsters
And, the biggest improvement in my opinion, which will also provide much more understanding of "whats happening," heres what it looks like against ghosts when you try to attack them in physical form:
Additionally, the few monsters and bosses that have an invulnerable phase will now be much easier to read. All monsters and bosses benefit from this improvement. Moreover, we have also added dedicated sound effects when trying to hit a ghost without success, and another specific effect for attacking an armored monster in an untouchable phase.
Performance Improvements in the Catacombs Biome
This is a painful subject for me, but it must be admitted that the catacombs suffered from slowdowns, especially on certain specific rooms. First of all, its important to know that this part of the game was perfectly smooth before the official release. What caused the slowdown was fixing some bugs and better controlling memory leaks, combined with the fact that some rooms are really, really large, pushing the limits and saturating the game both technically and graphically. So, Ill be honest. Its not perfect yet. I say this because I know what I can do to further improve this area (and I will), but I wanted to have some improvements in this patch. To explain a bit, Noreya uses a "tile" system, so a map is defined in terms of size by a height/width ratio, multiplied to get the total tiles. Multiply that by the number of layers, and you realize there are a lot of objects to generate (and in some cases to manage). The rooms b2_02, b2_05 were way too large, with more than 6000 tiles for b2_05. I reduced this room (and its level design) to fall under 4000. Same for b2_02, I cut it a bit and reduced the number of things in it.
I took a lot of notes while performing that analyzing task, and Ill make sure to apply as many optimizations as possible to the console port (this will also come to PC!).
Improved Save System
Although I had already spent time developing a more robust system than what was in place, there were still issues. Either because the system locks access to the file (without knowing why), or because the game crash, or due to steam cloud conflicts. Anyway, it needed improvement. I have therefore improved the save system. It will now automatically create a copy of the save each time it is written. If it doesnt succeed, it will try to name it differently. Finally, when you launch the game, if the save is corrupted, it will try to read the copy, and if it still cant, it will try to read the cache, alerting you that the save was corrupted and it is attempting to recover it! If you still lose your save due to corruption, the game will save the content of a broken save in clear text. Open a ticket on the forum or on Discord, and I will do my best to repair your save! But honestly, Ive stress-tested it for several hours doing all sorts of things, and the game has always managed to recover the save! I would like to thank everyone who provides me feedback, whether positive or negative. I dont plan to abandon the game like this, especially when small details spoil the overall picture. And a big thank you to the testers and other players who help me test the beta versions! It doesnt seem like it, but thats really what takes the most time in this phase of the game. I think this was the last big patch of the summer, and now I will focus on the remaining bugs and the console port. I will write specific dev blogs, but I have no idea when or what it will be about yet.
Patch log:
Improvements:
- healing speed reduced and reviewed, getting faster the more you chain heal
- new accessibility option to add an outline to the player and the monsters
- new sounds and visual feedback while attacking monsters, with a specific case for Ghosts and Armored monsters
- achievements sync with Steam has been reworked and should now work correctly even if its a new save
- save system has been improved to create and load automatically a backup
- improvement of the performances in the big big rooms of the catacombs
- add a sound when you destroy a statue
- play again the sound when offering gold to a statue
- reduced the ratio required to fully discover a room
- fix some achievements
- progress of the save is now correct
- fix the button next statue for old saves
- dont show the hammer button while under ghost form
- reset spider attack on enemies
- world map controls was not localized
- markers where shared between save
- stop vibration while changing a room
- healing in front of the forge instead of interacting with it
- various level art fixes
- various level design fixes
- fix many bugs related to the giant worm
- fix sounds bug with bats
- fix sounds bug with paramites
- fix many Salluste bugs
Noseka: The Gold Project
Dreamirl
Dreamirl
2023-11-07
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 44
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(54 reviews)
https://store.steampowered.com/app/1760330 
[0 B]
"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
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
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
- OS: Ubuntu
- Processor: Intel Core I5Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RTX 1660
- Storage: 1500 MB available space
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