GB Studio Central just published a post mortem I wrote on Yurivania 3: Circle of the Polycule!
In it I extol the virtues of markdown as an all-in-one game production tool and I lament the dangers of conflating "easy" with "quick"!

GB Studio Central just published a post mortem I wrote on Yurivania 3: Circle of the Polycule!
In it I extol the virtues of markdown as an all-in-one game production tool and I lament the dangers of conflating "easy" with "quick"!
In my last post I examined the scope of a subset of NES games in detail to see what solo developers could learn.
Now that we have a better understanding of what these games did, I want to talk a bit about what they didn't do.
After this, I want to re-ask myself if using these games as a guide makes sense for bedroom devs, and I'd love to hear your thoughts on the subject.
Here's what I learned:
In my last post I began looking at a subset of NES games as potential scope models for solo game devs, especially bedroom devs.
The idea was that modern tools might balance out a lack of budget.
In this post we'll break the monolithic data table down and see if we can draw some focused conclusions.
To match Black Box Era games a developer should expect to:
A few years ago a smart friend of mine suggested using NES games as models to limit scope for contemporary commercial indie games.
The idea was, while studios in the '80s had larger budgets than indie teams do today, our tools are much more advanced so we may be able to do as much with less.
In this post I break down what games I looked at, why, and how. Then I present the main data table. Deeper analysis will follow in the next post!
Here are the most important early take-aways: