Also game engines emphatically don't have to be huge. Look at Balatro shipping on Love2d.
Also game engines emphatically don't have to be huge. Look at Balatro shipping on Love2d.
Balatro convinced me that Love2D might be a good contender for my next small 2D game release. I had no idea you could integrate Steamworks or 2D shaders that looked that good into Love2D. And it seems to be very cross-platform, since Balatro released on pretty much every platform on day 1 (with some porting help from a third party developer it seems like).
And since it's Lua based, I should be able to port a slightly simpler version of the game over to the Playdate console.
I'm also considering Godot, though.
The assets are what I struggle with most. 1-bit graphics that look halfway decent are a challenge for me. In my half-ported game, I just draw the tiles programatically, like I did in the Pico-8 version (and they don't look anywhere near as good as a lot of Playdate games, so I need to someday sit down and try to get some better art in it).
When evaluating a newer technology, the key question is: are there any major non-obvious roadblocks? A finished game (with presumably decent performance) tells you that if there are problems, they're solvable. That's the data.
What it tells me is someone shipped something and it wasn’t awful. Props to them!
It doesn't tell you anything about velocity, which is by far the most important metric for indie devs.
After all, the studio could have expended (maybe) twice as much effort to get a result.