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Blog post #9 - First testing

Hello and welcome to our first true dev diary post. Today wed like to inform you about developments from the last two and a half months. Particularly, the beta testing phase of Nebuchadnezzars first fully playable version and the results from the testing. The first of our big milestones was to have a version of Nebuchadnezzar containing the first five missionsincluding all the features, graphics, UI screens and tutorials. It was important for us to have all these elements in place because we wanted our beta testers to get the game in a state that was close to the final release, so the feedback could be maximally relevant.
By the middle of March everything was ready. As you may know from our social media, the beta testing was limited. Mainly for our friends and colleagues from the game industryincluding some experienced testers. We didnt want them to fill out any forms, but rather to write down as much feedbackthe good and the badas possible. In following weeks we will introduce to you what we had changed and implemented based on the feedback. Today we will show you how we dealt with Nebuchadnezzars tutorial.

Tutorial


The tutorial is one of the elements of the game that drew many different opinions. In Nebuchadnezzar, we decided to implement a form thats both a tutorial and in-game help. All the game mechanics are divided into about 20 topics. In each of the first five missions, several topics are unlocked and the player is notified by a graphical UI element. Unlocked topics always explain a feature appearing for the first time. Most of our testers appreciated the fact that the tutorial is not scripted and that the player is not locked down to any specific gameplay or layout sequence. The player can even completely ignore the whole tutorialbut, of course, we strongly discourage that ;)
An aspect of the game that was heavily criticized was the fact that the first mission introduces an excessive amount of mechanicswhich can overwhelm the player. Unfortunately, due to the nature of the games rules, even the first mission (although very simple) must explain a lot of how the game operates. But still, we felt we could do something about it. We felt the tutorials form was the right choice, so we didnt want to change it. Instead, we decided that some topics wont be unlocked right away, but rather theyd be revealed after certain triggers: like building a specific building. Thats all for today. Next time we will show you many other changes which we have implemented based on the feedback. See you soon! And as always, you can also read and discuss this blog post on our websites, forum or reddit.


[ 2020-06-04 19:00:26 CET ] [ Original post ]

Nebuchadnezzar
Nepos Games Developer
Nepos Games Publisher
2021-02-17 Release
Game News Posts: 115
🎹🖱️Keyboard + Mouse
Very Positive (1319 reviews)
Public Linux Depots:
  • Linux Depot [24.74 M]
Nebuchadnezzar is a classic isometric city builder game inviting players to experience the mysterious history and culture of ancient Mesopotamia. In the campaign, players get to rule over influential historical cities filled with magnificent monuments.

Gameplay

From plowing fields to creating products, players must oversee the manufacturing of agriculture and goods for the city population. Players have an arsenal of tools to optimize their objectives. In addition, a maximum overview of their city helps players to solve problems and prevent population loss. Nebuchadnezzar’s gameplay is geared towards all types of players: from beginners of the genre to experienced strategists.

Campaign

Nebuchadnezzar’s main campaign contains 16 historical missions covering the colonization of ancient lands to the conquest of Babylon by Persians in 6th Century BC. Each mission summons a different time period in Ancient Mesopotamian history. Players must carry out tasks important to the specific time and place of each mission, including the construction of historical monuments.

Monuments

During the campaign players will not only build complex ancient monuments, but design them too. Nebuchadnezzar features an in-game “monument editor” giving players complete control over their buildings. From structural design to color scheme to final details: it’s in the hands of the player. Will you recreate history or make history? It’s up to you.

Mods & Localization

Nebuchadnezzar was created with mods and localization in mind. Modders will be able to create their own buildings, goods, and monuments. And in addition, they can invent new missions and campaigns. All definition files are written in the easy to read Lua language. Localizing mods will not be a problem. You can create mods in multiple languages and/or add languages to existing ones. This applies to the base game as well.

MINIMAL SETUP
  • OS: TBA
  • Processor: TBA
  • Graphics: TBA
RECOMMENDED SETUP
  • OS: TBA
  • Processor: TBA
  • Graphics: TBA
GAMEBILLET

[ 6066 ]

2.86$ (81%)
16.96$ (15%)
13.96$ (65%)
2.44$ (88%)
16.77$ (16%)
16.79$ (16%)
8.89$ (11%)
14.88$ (40%)
33.97$ (15%)
2.55$ (93%)
4.44$ (11%)
16.89$ (16%)
1.89$ (91%)
12.74$ (15%)
15.99$ (20%)
8.25$ (17%)
8.39$ (16%)
42.45$ (15%)
17.03$ (15%)
50.39$ (16%)
26.69$ (11%)
4.12$ (17%)
11.04$ (15%)
21.22$ (-42%)
39.89$ (20%)
13.19$ (12%)
9.38$ (69%)
4.44$ (11%)
7.55$ (16%)
12.59$ (16%)
GAMERSGATE

[ 1471 ]

0.85$ (83%)
2.55$ (87%)
4.8$ (76%)
3.0$ (85%)
0.43$ (91%)
17.99$ (40%)
3.83$ (62%)
4.4$ (80%)
4.19$ (30%)
19.79$ (34%)
1.0$ (80%)
1.8$ (82%)
3.18$ (36%)
6.8$ (66%)
0.68$ (91%)
11.89$ (41%)
5.0$ (50%)
4.25$ (79%)
3.86$ (45%)
4.5$ (70%)
1.02$ (83%)
4.5$ (85%)
14.23$ (43%)
20.39$ (49%)
2.55$ (83%)
20.0$ (50%)
7.64$ (49%)
0.6$ (91%)
7.73$ (45%)
0.9$ (91%)

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