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Reminds me of those super meatboy-type games where completing the level is like a puzzle. And then you get sucked in by all the near misses and close calls. Solid idea, and I think it can be a success with some refinement and input (in particular from those who play games in that genre, not me lol.)  Also, the save feature is nice, I can quit the game and come back to the level at any time. 

Some notes :

1. At some point you might want to try setting up native Linux support.

2. Might want to set it up so that the executable can be run from any directory (probably not much of an issue for most users since they are just going to double click the file on Windows anyways)

Thanks for the nice words!

1.  I'm open to the shipping linux builds (all of my code is platform agnostic, it shouldnt take much to compile it to linux), but the main issue is that I don't want to ship untested linux builds, i'll definitely ship them if I get a proper linux testing setup going.

2. The problem with that is that it requires walking up the directory tree in a way that personally seems nosy and undesirable to me, I don't like it when programs that I run do things I dont expect them to do.

To answer point number 2, what I do is have the program get the full path to the executable and do everything relative from there. I'm not sure if that is what you are talking about. 

readlink("/proc/self/exe", buf, bufsize)

But I don't know how you would do things on Windows. You mentioned 'nosy' so I wouldn't be surprised if its a pain to do so. Either way the Readme was sufficient to get things working on my end with wine.

That seems like a good solution, I'll implement it next time I ship a build.

By "nosy" I meant that the program would be looking through stuff it's not supposed to look through, but the solution you suggested avoids that.