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"!
I'm brainstorming different ways to look at it π
As a gamedev, I deeply admire the folks at Kairosoft.
This is for many reasons, but the one on my mind right now is how they appear to have thoroughly mastered the art of saying "Good enough".
For example, most Kairosoft games include a progress indicator in the form of a side-view walking area, like this one from Beastie Bay DX:

Thing I have learned: moving a V is much more work than moving yourself! π΅βπ«
Although this is only a small fraction of the larger poly group that has been living together in our apartment for the last 7 years, moving 3 people still feels like significantly more work than moving 3 x 1 person. πΆββοΈ=πΆββοΈπΆββοΈπΆββοΈ