Tag Archives: Developer

How Much my Game Made After 3 Months on PlayDate

Here’s a recap of how the launch of my indie dice deckbuilding roguelike for the playdate has made after 3 months. Go check the game out!!! Catalog – https://play.date/games/ribbit-rogue/

The PlayDate handheld is the little yellow gadget that looks like it escaped from a 1980s science fair and crash-landed in a minimalist design studio. With a black-and-white screen that says, “Color is for cowards,” and a crank on the side that screams, “Yes, I’m serious,” the PlayDate is like if a Game Boy and an egg timer had a weird, artsy baby. It doesn’t play Fortnite, it doesn’t stream Netflix, and it sure as hell doesn’t know what 4K is. But it does deliver bite-sized games in weekly doses like some sort of video game advent calendar run by quirky indie elves.

Playing the PlayDate feels like joining a secret club of eccentric game developers and nostalgia-addicted hipsters. It’s not about high scores—it’s about high vibes. One minute you’re using the crank to reel in fish or pilot a paper plane, the next you’re wondering if this thing is even legal in a world dominated by triple-A realism. It’s so charming, so self-aware, and so unapologetically weird that you start to believe the crank is the future of gaming. Move over dual analog sticks—Papa needs to crank.

How Prince of Persia Defeated Apple II’s Memory Limitations | War Stories | Ars Technica

Ars Technica – For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to learn about the challenges he faced while bringing his ambitious vision for the game to life. As the 1980’s wound down, Mechner found himself fighting against not only the limitations of the Apple II hardware but the impending death of the platform itself. Decades later, Prince of Persia remains a classic example of how the constraints of early gaming led to solutions that advanced the artform.