Little update for this, I have started using Linux Kubuntu 25.04 for about 2 months now on an SSD but have not yet attempted to edit anything in the Godot engine with it yet. The game is still being developed under Windows on the original HDD. I can still edit the project to accommodate for both OS's if I ever figure that out, but for now I want to finish develop on the platform it is already on for the sake of stability, and save any game projects under Linux for future endeavor.
Skull Kracker Studios
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Making a dedicated Linux build is not in the current scope. Maybe once the game reaches a stable point with all basic gameplay functionality in place (checkpoints having full functionality for saving and fast travel, method calls from the GameMaster being advanced and fleshed out to control game events better like moving the player around, Android being overhauled with a state machine for better movement tech and more abilities).
As far as I know, Linux builds are either a preset compiling option that comes with the Godot engine to be downloaded, or certain elements in development need to be tweaked to anticipate how Linux runs apps. I do have one other playtester who has tried using WINE to play the game and he says it works decently so far, or that any bugs he reports to me can be fixed in the next build and are not necessarily Linux native issues.
If I get enough support from more Linux users, I will see about trying to include an experimental Linux export along with the next update to see how well others can run it natively.
Game is badass.
Black knight greatsword is badass.
Double jump timing is fucked up.
The pink bouncy worm ball things are way too bouncy.
I kept expecting there to be a twist ending where it turned out this was all just a dream world and the protagonist was actually battling cancer the whole time or something, unless I missed a secret.
Cool tech demo man! Hope to see some fun demo puzzles with platforming!
- Game is pretty laggy for how small it is, which feels worrying.
- I got stuck on the dash powerup sign and in the elevator briefly.
- Maybe make the material section for the PDA screen a very low emission or unshaded material so shadows can't obstruct the text on the screen.
- Photo sourced textures are stretched and potentially disorienting. Scale textures evenly or try setting a scale standard for rooms so they're not too cramped for the player in casual play.
- Fancy first hallway looks the best here.