Tag Archives: PlayDate

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 Working Within Limits Made Me a Better Game Dev

Programming a modern video game is a bit like trying to build a rocket ship while riding a unicycle through a minefield—blindfolded—while the marketing team shouts, “Can it be done by Friday?” From the developer’s perspective, every feature request feels like a new level of Jumanji. You fix a bug in the physics engine and suddenly NPCs are moonwalking through walls or exploding spontaneously when asked to sit in a chair. Oh, and that beautifully crafted script you wrote? It’s now throwing 800 errors because someone on the art team renamed a folder from “Characters” to “characturs_final_FINAL_v3_REALLYFINAL.psd.”

Then there’s the ever-helpful feedback loop. Players want realism, but not too realistic. Guns should feel heavy, but reload in 0.2 seconds. Horses must poop dynamically, but also parkour like Spider-Man. And don’t forget about cross-platform support! Your code now needs to work flawlessly on a toaster, a smart fridge, and your aunt’s ancient Android tablet. Meanwhile, you’re duct-taping a spaghetti mess of legacy systems and third-party tools, praying the engine doesn’t spontaneously combust when someone opens the pause menu. It’s chaos, it’s madness—and honestly, it’s the best unpaid therapy money can buy.

Playdate Hands-On: Cutting-edge gaming nostalgia

Playdate is a new handheld gaming system from MacOS software developer Panic. It’s built around two concents. If you purchase the system, a new game will appear on it every Monday for 12 weeks, and it has a unique control scheme: a small crank. The Playdate is also a designed to be an open system, Panic will continue to develop and sell games, but anyone can produce and even sell software for the Playdate.