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: