The game might not run (rather crash) if the game uses some Windows specific dependencies.
I am also gonna add a little bit of self promotion here ...
So far I've finished one game in LÖVE, which is Paratrooper (available on macOS AppStore [0]). I have almost finished my second LÖVE game called Lethal Pongbat [1] which I will release for macOS and Windows on Steam.
I have already plans for a 3rd game that I hope to start on in the coming months and which will be a BOOM clone [2].
I learned LÖVE through the Harvard Game Programming course [3], which I can recommend anyone as a starting point into game dev. In later lessons the course also uses Unity. The course can be followed for free, but you can pay some money for some extra features.
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[0]: https://www.youtube.com/watch?v=dFX0FlO_g9Q
[1]: https://www.youtube.com/watch?v=mNhn77ipGTc
[2]: https://macintoshgarden.org/games/boom
[3]: https://online-learning.harvard.edu/course/cs50s-introductio...
It links against Steam, so you'll need to make that available to avoid the crash, but that seems to be the only part of the code that wouldn't work out-of-box on other platforms.
Tried getting it to work with lutro (the libretro love implementation), but didn't get too far (am too lazy). But if someone gets it working with lutro you can play it on nearly any platform (every platform with retroarch and lutro so nearly every 32/64bit platform you can imagine)
You realize you're on hacker news, right? Anyone with the right machine can fork it, strip out the Steam integration and ship it on your preferred platform.
> Compiling Mac apps requires a Mac running macOS with XCode installed
Same for iOS.