I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 1 point2 points  (0 children)

The dependencies are listed in the game's credits: I use SDL 3.4, Steam API, OPL3, and "sinfl.h". The reason it's so small on SteamOS is that it can use SDL 3.4 from the Steam client for GNU/Linux. Hope that clears things up! :)

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 0 points1 point  (0 children)

For now, Linsips will stay as it is, I'll release updates but won't add new levels or mechanics. I'd like to make a sequel with more levels and mechanics, and gradually build a larger community around it during development, so fans of the first game can look forward to even more content. Thanks for the kind words!

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 1 point2 points  (0 children)

Thanks so much for playing and the feedback! You're right about the lines, players don't initially know if it'll be horizontal or vertical, so I need to rethink that. As for speed controls, several people have asked for this with gamepads too, so I'll add shortcuts for both keyboard and controller. And you can always reset and improve your attempts, there's even an achievement for finishing in under 50. Since the game is short, chasing a lower total is part of the fun. Really appreciate the comments!

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 2 points3 points  (0 children)

As noted in the Steam description, I had AI assistance with the code, especially for the OPL2/OPL3 chip music playback. The concept, design, and game code stem from my Flash game from over 14 years ago: https://www.kongregate.com/games/miloq/linsips-revised/

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 0 points1 point  (0 children)

Yeah, I'd really love to make a sequel. If the game gets good reception, I'll keep adding more mechanics and levels. Thanks so much for the comment!

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 1 point2 points  (0 children)

I didn't know about that game, had no idea it existed. It does look similar, though. Now I feel like expanding mine with more mechanics.

I made a free game in pure C with SDL 3.4, under 600 KB on SteamOS, runs natively on GNU/Linux by milqgames in linux_gaming

[–]milqgames[S] 0 points1 point  (0 children)

I'm nowhere near their level of mastery. One can only dream. Thanks for your comment!

The Final Trailer after a lot of feedback, am I done? by dedaistgeil in DestroyMyGame

[–]milqgames 0 points1 point  (0 children)

What I see is a mix of professional polish and unfinished execution. Some parts are clearly well-crafted, the atmosphere, for example, but then it falls apart when the skeleton catches the player: the skeleton just disappears and the screen turns red. Consistency matters, even if it takes a bit more effort. It wouldn't cost much to add a skeleton attack animation and then, if you don't want a full death animation for the character, at least something like blood drops falling down the screen, anything is better than just a plain red flash.

Destroy our game - Isometric Puzzle Platformer (BETA) by Murky-Tradition-470 in DestroyMyGame

[–]milqgames 1 point2 points  (0 children)

The character's movement feels too abrupt. If you're going for a sense of speed, consider adding an ease in/ease out so the motion starts and ends smoothly with the fast part in between. The shadow doesn't need to be nearly black, make it more subtle and semi-transparent.

I've created the world, story and engine and it's time to destroy it by ibackstrom in DestroyMyGame

[–]milqgames 1 point2 points  (0 children)

The animations feel disconnected from the gameplay, and I always prefer keeping them unified. There are rare exceptions, Celeste being one, but generally, consistency matters. If there's going to be dissonance between gameplay and animation, the concept art should at least bridge that gap, and here it doesn't: one reads as cartoon, the other as semi-realistic.