On some level (ha!– pun!) you’re either a considering, budding, struggling, or conflicted indie developer, and it’s WAY TOO EASY to listen to the voices that tell you can can’t/shouldn’t…
Famitracker is a tough nut to crack, but oh so worth the effort in the end. *Chef’s kiss*
The following are notes taken on the design principles created by Dan Taylor, delivered in his GDC presentation in 2013.
Every budding indie-dev, (myself included) says, “I want to make a game.” However, without a canvas and the limitations it imposes, you’ll be uncertain where to start, you’ll be subjected to endless scope creep, and be much more unsure of your overall targeted end point.