// the take
A grab-bag of small, complete games built with raylib by its creator — mostly entries from Global Game Jam and other jams, plus a 'classics' folder with single-file clones of Tetris, Snake, Asteroids, Arkanoid and friends. Useful for anyone learning raylib or C game dev who wants finished reference code instead of toy snippets.
Each game is a real, shipped project with full screen/state-machine structure, audio, and basic GUI — not stripped-down demos. The classics folder is genuinely useful: single-file, self-contained implementations of well-known arcade mechanics that are easy to read end to end. Cross-platform build paths are actually exercised (Makefiles, VS2022 projects, an Android Makefile, and a web build for drturtle), so you see real deployment concerns, not just a desktop loop. The screen-based state machine pattern (screen_logo.c, screen_title.c, screen_gameplay.c, screen_ending.c) repeats across games, so once you've read one you can skim the rest.
There's no shared engine or library code between games — every project reimplements its own structs and state machine from scratch, so this is a pile of examples, not something you can build on top of. Maintenance is uneven: some games get bumped to the latest raylib, but several jam entries haven't been touched since the jam they were made for and may need fixing to compile against current raylib. All assets (PNGs, WAVs, OGGs, fonts) are committed directly as binary blobs with no Git LFS, so the repo is heavier to clone than the code alone would suggest and will keep growing that way. There's no build documentation beyond what you can infer from the Makefiles/VS2022 projects — you're expected to already have raylib built and know the conventions.
We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →