But folks are tripping over the definition of small. There’s the small as defined in the link you have, small as in low mechanic and low content like “Gone Home”, small as in asset flips, small as in just not AAA, small as in really intricate but not large, small as in procedurally huge but limited visuals and simple mechanics, small as in just a dating sim or porn, and then small as in old school “small games” like Doom Guy’s Commander Keen which is cute and good at the time but laughably unpolished for todays standards.
Happy to be proved wrong, I find that period very interesting.
Someone who does carpentry as their day job is probably not going to do woodshop in the garage at home even today, but they just pick other things, like grilling.
And when you split into disciplines it gets even more murky. VN's are "small" for a programmer (you may not even need to program for many of them) but can be hundreds of art assets for an artist to work on. Likewise, something like Dwarf Fortress didn't even have a GUI at first but is filled to the brim with simulation state for a programmer to manage.
And if course that definition is relative. Final Fantasy VII was top of the line in 1997 and took 5+years, but it'd be at best a beefy 2-3 man project over a few years today.
I haven't visited this site in years though. I wonder if mobile games are the reason why. I stopped playing a lot of web/flash/html5 games a long time ago when gaming (for me) moved to the app store.
But I recognized the name and remember playing a lot of these games back in the day.
I always thought they were delightful. Building off a single game mechanic or two and then moving on to the next concept. The dev has a good system in place for shipping :)