
A dark adventure full of tense moments that will test your skills. Your main goal is to climb to the top while avoiding difficult obstacles and disturbing creatures. NoRoY is very agile, but a single mistake can cause you to lose all your progress. Inspired by games like: Celeste + Getting Over it
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
muy buen juego, bastante dificil y ahi partes bastante complicadas pero es entretenido y tiene buenos controles es un juego que recomiendo.
Very good, very hard, reminds me of the path of pain in Hollow Knight
Frustration at its finest.
This is a must play. I went into this game with an open and mindset and by the end I throughly enjoyed, so much content for such a little price go buy it!!! Here’s my video on this fantastic game: https://youtu.be/l12c-TWiGuM?si=yeXhwxziXtP7xlZz
I've played a lot of these getting over it inspired games but this one is my favorite by far. The movement is pretty simple but it's really clean and fun. The platforming is relatively challenging but the real challenge comes from the fear amd tension you feel when you're being chased down by one of the monsters. I find that I'm messing up jumps I'd make other wise simply because something is after me and it's an actually genius gimmick. Please play this game, it's one of the best games I've played all year
Very challenging 2d platformer, has great controls (for keyboard at least) and a great artstyle, it's also very polished, which is often laking in solo indie games. Great job to the dev. The checkpoint system is well designed and avoids falling too far (most of the time), which is a very good thing and makes the game less frustrating. The dev gave me the game but this is an honest review, I also think the price is right, maybe a little too high but for steam it fits (considering discounts). I recommend it for people who like challenging platformers!
Лучший результат 75 метров, дальше уже не смогла. Понравился графон, приятный , ненапрягающий глаз. Но уровни довольно сложны, в какой-то момент персонаж ни в какую не хотел нигде пролезать или перепрыгивал наоборот туда куда не надо. Нужно быть готовым к тому, что лишний шаг и всё по новой. Советую игру если вам захотелось опробовать что-то новое и испытать себя на прочность=) Спасибо разработчику, что предоставил опробовать данный проект.
Depressingly Fun 1 Minute Review on Steam Deck: https://youtu.be/ISBXLCjQZfQ
I haven't played too much because I felt from the beginning that the movement was kinda sloppy and didn't like it, haven't understood the "checkpoints" sometime when I died I was spawned near the point I died and in some points I was far away.
NoRoY is a delightfully gloomy and surprisingly tense 2D precision platformer that attempts to combine traditional run 'n jump movement with a foddian-style map and punishment system. Stylistically, it could be aptly described as a vertical version of Hollow Knight's White Palace, with a little bit of The End Is Nigh mixed in. There isn't any real narrative to be found here, nor any context for your character's identity or goals, but much like NoRoY's siblings in the rage climbing game subgenre, the appeal lies in overcoming a unique challenge designed with fun and fairness as secondary considerations, and in proving to yourself that you're willing to adapt and persevere. There's a lot to love in this one, from the fluid movement mechanics (which admittedly took a while to appreciate), to the oppressive & spooky ambience of the world design, to the variety of obstacles occupying the map in all kinds of claustrophobic configurations. Despite some mechanical & design issues, I ultimately enjoyed this game a lot, to the point I am still playing it even after wrapping up the achievements. The shortcomings: - The game does not run very smoothly on my state-of-the-art PC. Steam shows the framerate locked at 60 FPS during gameplay, but it has the appearance of 25-30 FPS most of the time. This hasn't really hindered my gameplay thankfully, so I haven't tried troubleshooting too thoroughly aside from turning off V-sync and reducing my monitor refresh rate to 60hz to match the game's framerate. Based on the silence from other reviewers about it, this doesn't appear to be a widespread problem. - The randomized placement of flying enemies and activation intervals for special hazards helps to keep the gameplay fresh as you traverse some of the same sections repeatedly, but it can be a real hindrance in the harder difficulty mode, often making the intended routing impossible in the moment, meaning a decent portion of player character deaths will be inevitable (unless you have divine premonition powers). - The manual quick respawn feature is ultimately convenient, but somewhat buggy at times, either placing you way lower than you likely would have landed given the level design, or sometimes putting you in a spot which you had already fallen past just a moment ago. A fast-forward ability which just accelerates the game speed while stunned would have been a more robust way to approach this in my opinion, but I'm overall still glad the current feature exists at all, despite some of the frustration it caused. - The foddian aspect of the map design is underutilized in my view, as normal mode is very generous with its checkpoint system, and impossible mode is potentially too punishing in the first half with a complete lack of intentional minor safety nets. In the latter case, this made each stretch between the few truly safe locations demanding of near perfect execution in order to avoid a guaranteed loss of multiple minutes of progress (no matter what obstacle you happened to get hit by). As such, these sections were effectively the same as self-contained levels, wherein you either win or go back to the lowest spawn point. Making any permanent progress in those instances felt comparable to clearing a Celeste B-side golden berry. - The difficulty of the game is relatively static as you progress through the map. While normal mode is functionally just a tutorial for impossible mode, both playthroughs were equally tough in the first 3rd of the map as they were in the last 3rd; it really comes down to which individual obstacles happen to be more tricky for you personally.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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