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#life after yurivania


Coming away from my #life after yurivania research, I've had some practices validated and I've set some new goals.

100 points mark with rainbow flag pattern Current practices to continue~
  • slime️ Keep making queer comfortcore monster content.
  • ⏳ Keep my games short, 30 minutes to 3 hours.
  • 1️⃣ Keep my games single player.
  •    Keep my games in ongoing series.
  • ⚒ Keep making games consistently.
  • 🎼 Keep working with others on soundtracks.
  • 🖊 Keep creating plugins and how-tos to help the community.
🎯 New goals to seek~
  • Focus on my players.
    • 👥 Get to know who they are and how many of them there are.
    • 🌿 Give them more options to support me.
    • 💬 Be more accessible online.
    • 🚇 Get more involved locally.
  • Build my skills.
    • 🎨 Train my visual art abilities.
    • 🔊 Put more focus into sound effects.
    • ⌨ Work on porting.
    • ⏱ Find non-monetary metrics to track my growth.
  • Sharpen my game designs.
    • ① Design each game to have one main point.
    • 🧰 Design no more than 9 mechanics per game.
    • ✂ Design around not implementing features.
    • 📅 Design games that can be finished in a year or less.
pentacle Old practices to revive~
  • 👟 Start using sprints again.
  • 👀 Start using code review again.
  • 🔁 Seek player feedback early and iterate.


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.

tl;dr 👈

Here's what I learned:

  • Set limits. Preproduction includes identifying modern features to not implement.
    • Including anything that they didn't means doing work that they didn't.
  • Less is more. For solo devs, short games beat long ones.
  • Promise only one thing. Identify what is most crucial in your game to minimize time and money spent elsewhere.
    • 🔁 Polish what you promise. Know what you're delivering, and put your time and money there.
    • 👥 Know your players. Ask what assets and content they care about, and put your time and money there.
  • 🙋 Be sure you like this approach. Early NES games don't always mean small or quick!


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.

tl;dr 👈

To match Black Box Era games a developer should expect to:

  • 💰 Move fast. Spend no more than one year on any one game.
  • 🦠 Focus efforts. Promise either a great narrative or great mechanics, not both.
  • 🖌 Put effort where it matters. Downplay environmental detail in exchange for detailed player characters and enemies. Emphasize sound effects rather than music.
  • Scope by Genre
    • 📘 Narrative Games (including RPGs and MacVentures) are always big, with 2K to 10K words and more visual and audio content than other genres.
    • 🛡 RPGs need at least 400 screens-worth of explorable space, at least 40 distinct enemy types, around 40 items/equipment, and 10 or fewer NPC types.
    • 🏰 Metroidvanias need at least 500 screens-worth of explorable space and at least 14 well-defined mechanics, but don't require RPG elements.
    • 🦘 Platformers (non-Metroidvania) need 200 screens-worth of playable space, generally across 12ish levels, with about 30 enemy types and around 16 collectables/power ups. Expect to write less than 500 words and to have few NPCs.