I’m getting back to a project I started in 2024 but got to pause it (couldn’t find anyone to help me). It’s called SuperTux Smasher (formerly SuperTuxBattleMelee), a platform fighter featuring Tux and other mascots in the open source community
So far, we are three people working on it (the other two just joined very recently) and they even get to do a logo for the game. There’s also a sample design of the main screen, and we’re working on the menu and a stage
We’re also looking for other potential people interested. Just note that it’s likely going to be a pixel art game, so if you know how to use Aseprite or Libresprite, that would be awesome. Otherwise, you can go as composer or programmer. You’ll just need to know how to use C++ and Squirrel (it’s like Lua, but with a true object-oriented paradigm), the latter will be used for modding support
If you’re interested, the source code is here on Codeberg: https://codeberg.org/SuperTuxSmasher/sts-game


I’m in very early stages of a similar project (platform fighter) and a similar issue (I can’t do everything and was having trouble finding reliable people). I don’t know if our project goals are similar enough to warrant working together, but I think it may be worth talking about a possible collaboration. Perhaps even just to make the game multi platform (I’m targeting a retro game console) given that we’ll both need a lot of the same things even if the code itself has a lot of differences. Art, sound, music, story/text, but even things like defining character lists, abilities, and game balance related things is important and duplicative.
By very early stages I mean I don’t have any game logic written yet. I’m targeting retro game console hardware and so far I’ve mostly been writing code (primarily C) to test my understanding of how the hardware functions/limitations (already found some bugs between emulator and real hardware that impacts some home brew games from other developers), and then writing functions that will become a game building library (I don’t know that it’s right to call it an “engine”). Granted, I’m making a lot of assumptions at this point about what I’ll need in terms of features, but also in terms of how much system resources are safe to allocate to different pieces, so when I get things a little more understood and have some core library functions I’m happy with, I’ll start writing game logic to see what more I need / what changes I need to make.
I’ve not worked on it for a few months as I’ve been busy with contract work that I was just informed this week is ending prematurely due to budgetary changes. As such, I expect to have time to pick it up again starting next week.