QuoteC# 13, DotNet 9) and uses the MonoGame framework.
I'll have to see how to install a build toolchain for this on Linux. It should be possible; your choice of technologies is popular and MonoGame says it's available for Linux.
I'll report my results after a serious attempt to build. Happy to help you write build instructions afterward.
Quotesole exception to this [all interaction happens via skill assignments] is when the player may modify the release rate of a hatch.
Will you remove exiting during the nuke? Or did you merely not list the nuke as a second exception?
Quote"anchor pixel", is used for both terrain and gadget collisions
additional "foot pixel" that counts towards gadget checks only
It feels more natural to use only the foot (and never the ground under the foot) for both terrain and gadgets. Did you consider this? What problems will arise from this?
When you import NL levels, you'll then raise the trigger rectangle to work with the foot alone (instead of shrinking the trigger rectangle vertically to work with two separate pixels).
Quoteaiming for 99.9% compatibility
What kind of level will behave differently? Or is the 99.9% a blanket figure to allow potential future incompatibilites?
I guess: NL gadgets with 1-pixel-high trigger rectangles will not convert functionally-identically to your two-pixel collision in NeoLemmixSharp.
-- Simon