Madour
Since it targets beginners and intermediate game dev, I want it to be as much accessible as possible by exposing only the "high level" aspects and taking care of the "boilerplate" code.
For example, rendering is "hidden" from the user by using a Scene/Layer system that you can find in other game fw or engines aswell. This way, in just a few line of code you can create prototypes and games quite easily.
Finaly, the project is in its early life, and I plan on continuing developping it with new features !
A game framework usually does not provide specific "game logic" but only some tools and functionalities that can be used in any type of game. Frameworks are also more lightweight and flexible than engines (again, usually)
As a hobbyist, I always find game engines overkill for 2D games, and I like to do things by code, rather than using a user interface.
In fact, the definition of Nasnas(نسناس) in arabic dictionary is : "a type of small monkey with a long tail". https://www.google.com/search?q=نسناس
NasNas is a personal project I have been working on for the past 4 or 5 months. It is an easy to use/learn game framework that targets beginner and intermediate game developers. It is built on top of SFML, thus it is cross platform Windows, Linux and Android (not tested on macOS, but should work fine).
The framework has a modular architecture : it is separated in multiple independent modules, so the user can choose to use or not some parts of the framework, or even develop his own module for NasNas.
I already used NasNas to create 2 game jam games, so I tested it in real situation, and got very positive results !
Finaly, it is documented, and a tutorial explaining how to use it is available on the Github wiki. Please check them out !
(also, this is my first time on hacker news, I hope my post is fine)