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Source Based/Script Games Get No Love.

A topic by S7GMA aka AltF4Daniel created 3 days ago Views: 154 Replies: 5
Viewing posts 1 to 6
Submitted(-5)

Most indie devs know this pain: if your game isn’t wrapped in a shiny .exe or playable in a browser, people scroll right past it. The moment they see “Install Python + Pygame first,” it’s over. Instant drop-off.

But here’s the thing — source-based or script-run games are often where the real creativity happens. These projects are raw, open, and transparent. You can see the code, peek behind the curtain, learn something, or even mod it. They’re the closest thing to sharing your craft directly with the player.

Yet instead of appreciation, script games get treated like homework. People want “one-click play,” even if it means ignoring entire genres of cool experimental stuff. It’s wild how someone will install 30GB for a AAA title but won’t install a 30MB Python environment for an indie game made with actual passion.

Not every dev has the resources, the time, or the hardware to package a full build. Not everyone can make WebAssembly or Unity exports. Sometimes you just want to share what you made, in the language you built it in, without jumping through hoops.

Source-based games deserve more love. They’re the backbone of learning, jamming, experimenting, and getting into game dev in the first place. We hype “support indies” all the time — this is one of the most authentic forms of indie there is.

So yeah: shoutout to the devs shipping .py files, to the folks using Pygame or Godot scripts, to anyone dropping zip folders full of code and hoping at least one person runs it anyway. You’re keeping the spirit alive.

Submitted(+2)

Totally agree, love those quirky games. That being said, it would be great if the dev at least gives a hint about their environment or how to run. I'll jump through pretty much any hoops if they'll at least point me in the right direction.

Submitted

I can feel you. Our game was not designed to be run in web and it took us multiple days to get the WebGL build working.

The way how games are rated from the queue is also not favorable for downloadable games. By advertising and giving quality feedback to other people's games is usually the best way to find people who are willing to download your game. But unless a miracle happens and your game appears in their queue, they cannot give a rating. Of course the textual feedback can be very valuable too!

My tips for getting people to download your game;

  • Give them enough material to understand what they are downloading. Screenshots, GIFs, heck.. maybe even a gameplay trailer?
  • Try to make the installation procedure as smooth as possible. People will give up very easily. You are already taking some of their precious time, so better make it as smooth as possible.
(+4)

Submitted(+4)

If you are unwilling to put the work in to make your art accessible then you can’t expect your art to be accessed. You claim that source only is where the “real creativity” is happening. Perhaps you’ve overvalued “real creativity” and undervalued putting elbow grease into your work.

I have 751 games to try and rate this month, I’m going to prioritize the ones that make it easy for me to consume and play their content. I’m sorry if that means I don’t get to yours, but I think you are dismissing the value of other people’s time and hard work to complain about a problem you’ve put yourself into.

Submitted (1 edit)

I 100% agree on your comment and I love being able to peek at the source of a project to see how it works under the hood. But in this jam, it’s all of the projects (public Github is one of the requirements) so I am not sure if it applies here. I do hope more devs would share sources on other jams.

I was just going to comment on pyinstaller but yuqii655355 beat me to it.