Latest Comments by RanceJustice
Second Earth, a base-building game from the developer of Broforce has a Linux build
19 Mar 2019 at 3:43 pm UTC
19 Mar 2019 at 3:43 pm UTC
Broforce was a great title and well supported on Linux too! I've been a fan of well designed tower-defense/builder titles for quite a long time and am looking forward to this on Steam in the near future! Nice preview!
Looks like Battle for Wesnoth is being ported to Godot Engine
19 Mar 2019 at 3:08 pm UTC Likes: 1
19 Mar 2019 at 3:08 pm UTC Likes: 1
Hope to hear this will benefit both Godot an Wesnoth as both are worthy open source projects! Wesnoth is one of the open source games that is both high quality and stands on its own within its genre. Its cross platform support, Steam release, and both ease and depth of available mods really help it stand out; being able to download new campaigns with new units, art styles, cinematics and more with a single click is fantastic. However, the game engine itself is getting a bit long in the tooth and that likely prevents or makes extremely difficult certain features.
For instance, many of those I've introduced to Wesnoth have expressed that there is a lot to like, but they were hoping for a combat/gameplay system out of the "Fire Emblem" or "Shining Force" games. That is to say, rather than units simply boffing against each other on the main map, it would zoom in and show a highly detailed and animated rendition of each unit attacking against the other, based on certain parameters. I too would love for this to be possible within Wesnoth, but I am guessing that the engine holds it back. Perhaps as they work towards 2.0 and use Godot, it will be possible to add these sorts of features; if would certainly add plenty of interest to Wesnoth!
For instance, many of those I've introduced to Wesnoth have expressed that there is a lot to like, but they were hoping for a combat/gameplay system out of the "Fire Emblem" or "Shining Force" games. That is to say, rather than units simply boffing against each other on the main map, it would zoom in and show a highly detailed and animated rendition of each unit attacking against the other, based on certain parameters. I too would love for this to be possible within Wesnoth, but I am guessing that the engine holds it back. Perhaps as they work towards 2.0 and use Godot, it will be possible to add these sorts of features; if would certainly add plenty of interest to Wesnoth!
The incredible looking 16-bit fantasy RPG Chained Echoes is fully funded and coming to Linux
8 Mar 2019 at 7:45 pm UTC Likes: 2
8 Mar 2019 at 7:45 pm UTC Likes: 2
I'm definitely down for a copy - I'll likely be backing via PayPal given that until this very moment I didn't see the KS campaign, but I'm glad it succeeded. The battle system seems to have some inspiration from not only mainline Final Fantasy JRPG style combat, but also Chrono Trigger (especially if stretch goals are added) and perhaps most impressive of all Xenogears/Xenosaga (regarding the Mechs).
I hope they will continue to allow planned/listed stretch goals to unlock post campaign and over the course of the development. The Airship Models and Chain Attacks goals seem like they could certainly add to the game, not to mention any as of yet unrevealed "???" items.
Linux support from the start is certainly appreciated and I'll be watching its progress. Admittedly, Bloodstained; Ritual of the Night is still leaving a bitter sting for how it was handled.
Thanks for mentioning this title - lets see if we can break out the rest of those goals!
Edit: Backing through PayPal will be open at least through March 31st and seems to include everything that was there on Kickstarter.
I hope they will continue to allow planned/listed stretch goals to unlock post campaign and over the course of the development. The Airship Models and Chain Attacks goals seem like they could certainly add to the game, not to mention any as of yet unrevealed "???" items.
Linux support from the start is certainly appreciated and I'll be watching its progress. Admittedly, Bloodstained; Ritual of the Night is still leaving a bitter sting for how it was handled.
Thanks for mentioning this title - lets see if we can break out the rest of those goals!
Edit: Backing through PayPal will be open at least through March 31st and seems to include everything that was there on Kickstarter.
The seriously good platformer 'Slime-san: Superslime Edition' can now be grabbed on GOG
6 Mar 2019 at 5:24 pm UTC
6 Mar 2019 at 5:24 pm UTC
Fans of Super Meat Boy and similar difficult-execution platformers take note! I picked up Slime-San months ago as part of a Humble Monthly (it may have even been a Humble Debut, where Monthly subscribers got the game on its release day) and its a fantastic little title. Subsequently it has been updated with lots of new content including both free content patches and paid expansion-style DLC with new characters and more. The Superslime Edition bundles it all, so you're ready to go!
Nice to see it come to GOG for those who prefer the platform, but it is also on Steam (and available through Humble). Definitely a quality little title!
Nice to see it come to GOG for those who prefer the platform, but it is also on Steam (and available through Humble). Definitely a quality little title!
Kingdoms and Castles had another wonderful update to expand the city builder recently
26 Jan 2019 at 11:51 pm UTC Likes: 1
26 Jan 2019 at 11:51 pm UTC Likes: 1
Definitely a solid title and a fun medieval-era city builder! I've not played it within the last few builds but I am very pleased to note that they've continued to develop it with new features and major content patches.
Even in the earlier versions I recall, it struck a nice balance setting into a niche for a medieval title that wasn't a hardcore sim with various graphs and metrics nor did it feel like it was sliced out of a strategy title, either real time or grand/turn-based. Glad to see the continued progression and I look forward to their updates be they free content patches or perhaps eventually paid expansion-type DLC.
Even in the earlier versions I recall, it struck a nice balance setting into a niche for a medieval title that wasn't a hardcore sim with various graphs and metrics nor did it feel like it was sliced out of a strategy title, either real time or grand/turn-based. Glad to see the continued progression and I look forward to their updates be they free content patches or perhaps eventually paid expansion-type DLC.
PULSAR: Lost Colony, the starship crew sim is closing in on release
9 Jan 2019 at 7:25 am UTC
9 Jan 2019 at 7:25 am UTC
This is definitely one of the more interesting sim titles out there! The developers have been hard at work expanding not only the gameplay features and depth since the title entered Early Access, but have consistently supported Linux and deserve our support in return!
For those who ever enjoyed the idea of serving at duty stations on a starship, Star Trek style, Pulsar: Lost Colony is your game! Unlike the officially licensed and Windows only Star Trek : Bridge Commander, Pulsar extends beyond the bridge itself with duty stations throughout your ship (Yes, down in Engineering you can in fact eject the warp core if it is about to go critical!) and the potential for first-person away team missions. They've added quite a few various factions, ships, equipment, and missions and it seems they're settling the late-game content now. The game is best played with players in every crew role (or at least the core ones), and no matter what your job might be you'll have a very different and important role to fill onboard. Working in harmony will lead to your success where failure to communicate can be hilarious or horrid; LAN or online play, complete with VOIP will make it easier to bark orders or respond that you can't do what the captain requests because you don't have enough power!
While your initial faction and ship will guide your game experience, it isn't set in stone and you can transition to others but be careful about stabbing competing interests in the back! The Colonial Union is the closest "Starfleet" analog, the W.D. Corporation a powerful mercantile behemoth, the Alliance of Gentlemen is an association of pirates, smugglers, and the like where their ships are known for their hacking, cloaking, and ability to conceal contraband. Notably different from all the others is the "Fluffy Biscuit Company" and its certainly Futurama inspired ship, which has a different gameplay loop entirely based around your ship and crew becoming the best in the company in slinging your product around the galaxy! They've added a fair bit of unlockable cosmetics as well for achieving various in-game milestones as well as a degree of persistent progression bonuses too!
Overall this is certainly a passion project worth supporting if the concept is of interest. I look forward to their release and future patches/expansions of content!
Edit: I'm not familiar with any potential VR issues as I do not at current have a VR rig (though I may purchase the updated Vive Pro w/Eye Tracking or Vive Cosmos), but I would contact the developers is there is any issue of feature parity. In the event that the Vive headset series and SteamVR are supported in Linux to the extent they are in Windows, I expect that Pulsar's developers should add support in kind.
For those who ever enjoyed the idea of serving at duty stations on a starship, Star Trek style, Pulsar: Lost Colony is your game! Unlike the officially licensed and Windows only Star Trek : Bridge Commander, Pulsar extends beyond the bridge itself with duty stations throughout your ship (Yes, down in Engineering you can in fact eject the warp core if it is about to go critical!) and the potential for first-person away team missions. They've added quite a few various factions, ships, equipment, and missions and it seems they're settling the late-game content now. The game is best played with players in every crew role (or at least the core ones), and no matter what your job might be you'll have a very different and important role to fill onboard. Working in harmony will lead to your success where failure to communicate can be hilarious or horrid; LAN or online play, complete with VOIP will make it easier to bark orders or respond that you can't do what the captain requests because you don't have enough power!
While your initial faction and ship will guide your game experience, it isn't set in stone and you can transition to others but be careful about stabbing competing interests in the back! The Colonial Union is the closest "Starfleet" analog, the W.D. Corporation a powerful mercantile behemoth, the Alliance of Gentlemen is an association of pirates, smugglers, and the like where their ships are known for their hacking, cloaking, and ability to conceal contraband. Notably different from all the others is the "Fluffy Biscuit Company" and its certainly Futurama inspired ship, which has a different gameplay loop entirely based around your ship and crew becoming the best in the company in slinging your product around the galaxy! They've added a fair bit of unlockable cosmetics as well for achieving various in-game milestones as well as a degree of persistent progression bonuses too!
Overall this is certainly a passion project worth supporting if the concept is of interest. I look forward to their release and future patches/expansions of content!
Edit: I'm not familiar with any potential VR issues as I do not at current have a VR rig (though I may purchase the updated Vive Pro w/Eye Tracking or Vive Cosmos), but I would contact the developers is there is any issue of feature parity. In the event that the Vive headset series and SteamVR are supported in Linux to the extent they are in Windows, I expect that Pulsar's developers should add support in kind.
Bloodstained: Ritual of the Night for Linux has been officially cancelled
2 Jan 2019 at 8:52 pm UTC Likes: 5
2 Jan 2019 at 8:52 pm UTC Likes: 5
I know it is easy for some to simply be jaded, harden their "no tux no bux" policies, and consider this yet another unfortunate loss for Linux users and crowdfunding alike, but I urge everyone to put forth a little effort to express your displeasure and respectfully request the return of Linux and Mac support.
Bloodstained: Ritual of the Night is one of the most successful gaming crowdfunded projects to date, especially for non-MMO style games. It is developed by a multifaceted team of industry veterans, so we are not dealing with a small indie dev house lacking in experience or funding. Bloodstained started its crowdfunding campaign around 4 years ago and advertised Linux and Mac OS support as core features from day one. These stated core features helped propel the campaign to over 5.5 million USD, accomplishing a whole host of stretch goals and leading to the aforementioned success. Now, 4 years later there is an unceremonious email update informing backers that Mac and Linux support has been removed, ostensibly for reasons of "middleware and online features"! To add insult to injury, there is no refund option offered at present simply an opportunity to change to another platform!
Some will call attention to the fact that some console platforms - notably PS Vita and Wii U - were cut in the past, but the Mac/Linux situation is completely different. PS Vita and Wii U are both consoles where physical and digital distribution depends on the acceptance and blessing of the console platform owners every step of the way and those two consoles were EOL'ed, no longer shipping new titles by the end of Bloodstained' projected development. This is disappointing, but totally different from the other PC OSes such as Mac and Linux where there is no third party that has to bless the release on their platform; the fate of the promised OSes were totally in the hand of the developers and thus culpable the same way. This is not to say WiiU / Vita backers should not be compensated beyond simply picking another platform - an extra key would certainly help. However, when it comes to Mac/Linux the only acceptable course of action is to deliver on those platforms.
Mac and Linux support being cut 4 years into development for reasons of "middleware or online features" is certainly troublesome. First, given these OSes were part of the original campaign for the past years, any middleware should have been designed with cross-platform in mind from day one. This suggests either they were incredibly derelict in selection of middleware originally and/or recent changes - likely designed to hurry up and finish the game - act as a poorly stapled on solution. Online features have been included in the game since the end of the campaign with its many stretch goals and frankly I can't see how Mac/Linux could mess that up, really. For all Win/Mac/Linux OSes on PC, the game was advertised offering both GOG and Steam support. Now the latter is absolutely not a problem at all, as Steam(works) provide ready made online features/play with ease, compatible for all supported OSes with cross-play. In fact, there is a large history of Steam's ready-to-go online features being the only way that an indie developer and/or Japanese devs used to console online services, can have an easier near ready made solution as opposed to having to build one from scratch. Thus, hypothetically the issue I could see is perhaps GOG : lack of cross play between the two, GOG Galaxy absent support for Linux etc... but if this is the case it could have been solved easily with better communication. The devs could have informed and polled the players that GOG either wouldn't have online support, wouldn't be able to play with Steam etc... and ask what players want to do. At absolute worst, it could mean removal of GOG support instead favoring Humble Bundle style direct download for those who want them PLUS Steam keys for those who want to use the online features/like Steam. None of this requires the complete abolition of promised Linux and Mac support!
This also brings me to the side issue of communication. Even if there are other issues involved, I very much doubt that they could not be solved with better communication. Crowdfunded games are known for a more open spectrum of communication styles between backers and developers. Prior to this announcement, I knew that the devs behind Bloodstained were not the kind of radically day to day transparent that is seen with some titles, but they were progressing and generally showing promise through the various alpha builds, the development of Curse of the Moon etc. I was willing to give them the time to build the game right, as I'd rather wait longer for a great title than see one rushed out the door, so long as there is evidence of progress. However, this announcement about dropping Mac/Linux was extremely abrupt. Mentioning "middleware and online features" was it - no specifics, no idea why they had to drop it entirely as opposed to simply delay the game, adding to the distasteful nature of the announcement. There are risks to crowdfunding games and delays are a part of it, so I think I and many others would have - with good communication - understood if Mac/Linux support was still coming but not released in parity with Windows. However, simply cutting major core features or stretch goals, especially OS support, at the eleventh hour is NOT and should not be just par for the course when it comes to crowdfunding!
It really becomes about the principle of the thing - they promised certain features and soared to heights of financial success, taking our money, on the backs of those promises. While Linux users should indeed be the vanguard as we are all affected directly, this should be an issue of solidarity for ALL users to put their foot down and demand the return of the promised features. Failure to do means that a major, veteran studio can collect millions of funds and then simply turn their back, knowing that a meager outcry will be quickly forgotten. This will damn crowdfunding even further, allowing exploiters big and small to figure they can simply toss out the bare minimum and still profit, while legit devs who will work their hardest and do what's right will have to deal with the user cynicism meaning their projects don't get funded. The long term viability of crowdfunding not withstanding, this is a single issue of principle where people paid over 5.5 Million on the expectation of certain features, core and stretch goal alike, would be delivered. To accept anything but the restoration of Mac and Linux support is to capitulate, validating their behavior.
A polite though forceful campaign can help accomplish this, guided by the behavior of the developers. The first stage is simply to create an outcry of objection, letting them know that this will not pass quietly in the night. Bring attention to the issue both on a technical level and as one of principle, and implore them to reverse this course of action. There are more vehement options (ie negative PR in an accusatory fashion, getting the games media involved etc..), but we should make our disappointment known and give them a chance to respond, first of all.
I know so many Linux users are tired of being treated like this and prefer to focus on the good - and there is a lot of good - for our platform and those who support it, but this is a big opportunity. Lots of other games - small indies, Linux ports after the fact being dropped and the like will have the average, non-Linux or Mac user saying all the memes about "Small platform, not worth it, can't afford, game tanked entirely etc.". However, this case is a perfect storm so to speak , where everyone should be our "our" side out of principle - Linux/Mac support was a core feature of the campaign and partially because of that it became insanely successful to the tune of 5.5+ million, all helmed by veteran developers for over 4 years of development thus far before being swatted away. That is unacceptable no matter how you slice it and the entire gaming world needs to agree with that, or just admit that anyone can throw up a crowdfunding campaign and has no responsibly to deliver even on core features and no repercussions for failing to do so.
Bloodstained: Ritual of the Night is one of the most successful gaming crowdfunded projects to date, especially for non-MMO style games. It is developed by a multifaceted team of industry veterans, so we are not dealing with a small indie dev house lacking in experience or funding. Bloodstained started its crowdfunding campaign around 4 years ago and advertised Linux and Mac OS support as core features from day one. These stated core features helped propel the campaign to over 5.5 million USD, accomplishing a whole host of stretch goals and leading to the aforementioned success. Now, 4 years later there is an unceremonious email update informing backers that Mac and Linux support has been removed, ostensibly for reasons of "middleware and online features"! To add insult to injury, there is no refund option offered at present simply an opportunity to change to another platform!
Some will call attention to the fact that some console platforms - notably PS Vita and Wii U - were cut in the past, but the Mac/Linux situation is completely different. PS Vita and Wii U are both consoles where physical and digital distribution depends on the acceptance and blessing of the console platform owners every step of the way and those two consoles were EOL'ed, no longer shipping new titles by the end of Bloodstained' projected development. This is disappointing, but totally different from the other PC OSes such as Mac and Linux where there is no third party that has to bless the release on their platform; the fate of the promised OSes were totally in the hand of the developers and thus culpable the same way. This is not to say WiiU / Vita backers should not be compensated beyond simply picking another platform - an extra key would certainly help. However, when it comes to Mac/Linux the only acceptable course of action is to deliver on those platforms.
Mac and Linux support being cut 4 years into development for reasons of "middleware or online features" is certainly troublesome. First, given these OSes were part of the original campaign for the past years, any middleware should have been designed with cross-platform in mind from day one. This suggests either they were incredibly derelict in selection of middleware originally and/or recent changes - likely designed to hurry up and finish the game - act as a poorly stapled on solution. Online features have been included in the game since the end of the campaign with its many stretch goals and frankly I can't see how Mac/Linux could mess that up, really. For all Win/Mac/Linux OSes on PC, the game was advertised offering both GOG and Steam support. Now the latter is absolutely not a problem at all, as Steam(works) provide ready made online features/play with ease, compatible for all supported OSes with cross-play. In fact, there is a large history of Steam's ready-to-go online features being the only way that an indie developer and/or Japanese devs used to console online services, can have an easier near ready made solution as opposed to having to build one from scratch. Thus, hypothetically the issue I could see is perhaps GOG : lack of cross play between the two, GOG Galaxy absent support for Linux etc... but if this is the case it could have been solved easily with better communication. The devs could have informed and polled the players that GOG either wouldn't have online support, wouldn't be able to play with Steam etc... and ask what players want to do. At absolute worst, it could mean removal of GOG support instead favoring Humble Bundle style direct download for those who want them PLUS Steam keys for those who want to use the online features/like Steam. None of this requires the complete abolition of promised Linux and Mac support!
This also brings me to the side issue of communication. Even if there are other issues involved, I very much doubt that they could not be solved with better communication. Crowdfunded games are known for a more open spectrum of communication styles between backers and developers. Prior to this announcement, I knew that the devs behind Bloodstained were not the kind of radically day to day transparent that is seen with some titles, but they were progressing and generally showing promise through the various alpha builds, the development of Curse of the Moon etc. I was willing to give them the time to build the game right, as I'd rather wait longer for a great title than see one rushed out the door, so long as there is evidence of progress. However, this announcement about dropping Mac/Linux was extremely abrupt. Mentioning "middleware and online features" was it - no specifics, no idea why they had to drop it entirely as opposed to simply delay the game, adding to the distasteful nature of the announcement. There are risks to crowdfunding games and delays are a part of it, so I think I and many others would have - with good communication - understood if Mac/Linux support was still coming but not released in parity with Windows. However, simply cutting major core features or stretch goals, especially OS support, at the eleventh hour is NOT and should not be just par for the course when it comes to crowdfunding!
It really becomes about the principle of the thing - they promised certain features and soared to heights of financial success, taking our money, on the backs of those promises. While Linux users should indeed be the vanguard as we are all affected directly, this should be an issue of solidarity for ALL users to put their foot down and demand the return of the promised features. Failure to do means that a major, veteran studio can collect millions of funds and then simply turn their back, knowing that a meager outcry will be quickly forgotten. This will damn crowdfunding even further, allowing exploiters big and small to figure they can simply toss out the bare minimum and still profit, while legit devs who will work their hardest and do what's right will have to deal with the user cynicism meaning their projects don't get funded. The long term viability of crowdfunding not withstanding, this is a single issue of principle where people paid over 5.5 Million on the expectation of certain features, core and stretch goal alike, would be delivered. To accept anything but the restoration of Mac and Linux support is to capitulate, validating their behavior.
A polite though forceful campaign can help accomplish this, guided by the behavior of the developers. The first stage is simply to create an outcry of objection, letting them know that this will not pass quietly in the night. Bring attention to the issue both on a technical level and as one of principle, and implore them to reverse this course of action. There are more vehement options (ie negative PR in an accusatory fashion, getting the games media involved etc..), but we should make our disappointment known and give them a chance to respond, first of all.
I know so many Linux users are tired of being treated like this and prefer to focus on the good - and there is a lot of good - for our platform and those who support it, but this is a big opportunity. Lots of other games - small indies, Linux ports after the fact being dropped and the like will have the average, non-Linux or Mac user saying all the memes about "Small platform, not worth it, can't afford, game tanked entirely etc.". However, this case is a perfect storm so to speak , where everyone should be our "our" side out of principle - Linux/Mac support was a core feature of the campaign and partially because of that it became insanely successful to the tune of 5.5+ million, all helmed by veteran developers for over 4 years of development thus far before being swatted away. That is unacceptable no matter how you slice it and the entire gaming world needs to agree with that, or just admit that anyone can throw up a crowdfunding campaign and has no responsibly to deliver even on core features and no repercussions for failing to do so.
Parry and dodge your way to victory in 'Way of the Passive Fist', launching March 6th
22 Feb 2018 at 4:47 pm UTC Likes: 1
22 Feb 2018 at 4:47 pm UTC Likes: 1
A few months back, HumbleBundle "Humble Monthly" subscribers were given an early taste of Way of the Passive Fist via a demo of sorts.
Offering the entire first level of the game, it showcases the unique gameplay style. The "defensive" element makes it very different from most brawlers and adds a ton of new mechanics. This is not to say you're entirely helpless or anything, as your relatively rare offensive moves are "fueled" by properly countering your enemy's attacks allowing one to build up devastating finishers. The battle system of parrying, counters, and super-moves, even at the very early stage of the game (before even the basic tiers of the skill tree are unlocked) is fresh and quite difficult. Stringing together long combos of parries, retorts, and abilities without error not only grants you a better score, it will allow you to build up to even greater attacks!
There is a neat custom difficulty option from the start that lets you change everything from the number of enemies to their health/attacks, your own health, and other things like flashing to telegraph attacks, which I am sure will lead to much replay value for those chasing high scores and/or want to defeat the game with every difficulty component tweaked to the max. Greyed out menus on various levels, skill trees etc.. portend there will be lots to do, but alas it does appear to be a completely single player title, which is a small disappointment. Brawlers like this, even with a unique combat system, are often best enjoyed cooperatively so it would have been nice to see a co-op mode, ideally both online and local. Perhaps if it does well a sequel or DLC could add alternate characters with additional playstyles, as well as the option for co-op play!
Overall I think it would be a a very enjoyable brawler and its even better to see it coming to Linux!
Offering the entire first level of the game, it showcases the unique gameplay style. The "defensive" element makes it very different from most brawlers and adds a ton of new mechanics. This is not to say you're entirely helpless or anything, as your relatively rare offensive moves are "fueled" by properly countering your enemy's attacks allowing one to build up devastating finishers. The battle system of parrying, counters, and super-moves, even at the very early stage of the game (before even the basic tiers of the skill tree are unlocked) is fresh and quite difficult. Stringing together long combos of parries, retorts, and abilities without error not only grants you a better score, it will allow you to build up to even greater attacks!
There is a neat custom difficulty option from the start that lets you change everything from the number of enemies to their health/attacks, your own health, and other things like flashing to telegraph attacks, which I am sure will lead to much replay value for those chasing high scores and/or want to defeat the game with every difficulty component tweaked to the max. Greyed out menus on various levels, skill trees etc.. portend there will be lots to do, but alas it does appear to be a completely single player title, which is a small disappointment. Brawlers like this, even with a unique combat system, are often best enjoyed cooperatively so it would have been nice to see a co-op mode, ideally both online and local. Perhaps if it does well a sequel or DLC could add alternate characters with additional playstyles, as well as the option for co-op play!
Overall I think it would be a a very enjoyable brawler and its even better to see it coming to Linux!
2D horror 'Corpse Party' is now available for Linux on GOG, some thoughts
10 Dec 2017 at 7:49 am UTC
10 Dec 2017 at 7:49 am UTC
This is a rare Japanese developed title on Linux. I should mention that I was encouraged to seek out this title because one of the developers porting it was also active on the "Legend of Heroes: Trails in the Sky" Steam forum - she posted under the name "Sara". http://steamcommunity.com/app/251150/discussions/0/38596748000905456/ [External Link] On this thread requesting Linux support, Sara was very attentive and forthcoming with why some of the older titles would be unlikely to receive a Linux port, but mentioned Corpse Party as one that was coming to Linux because of the porters' interest in doing so.
This kind of honest developer feedback for Linux users is another great reason to support Corpse Party. Likewise as she mentions, showing interest from the Linux community is important especially in Japan where Linux is less likely to be on the PC game dev radar; many companies are new to PC gaming as a whole, having developed near exclusively for console in the past.
In any event if you want a well regarded spooky, indie, pixel art gem try out Corpse Party! You'll be supporting the kind of porting staff that are very friendly to the Linux community too!
This kind of honest developer feedback for Linux users is another great reason to support Corpse Party. Likewise as she mentions, showing interest from the Linux community is important especially in Japan where Linux is less likely to be on the PC game dev radar; many companies are new to PC gaming as a whole, having developed near exclusively for console in the past.
In any event if you want a well regarded spooky, indie, pixel art gem try out Corpse Party! You'll be supporting the kind of porting staff that are very friendly to the Linux community too!
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