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.
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.
The Playdate handheld is a year old and has over 400 games for it. Now that I’ve lived with it for a year, has my opinion changed? And what are some of the good new games for it?WATCH >> https://youtu.be/a1DNuB4PBY8
Playdate is a tiny handheld that has a non-backlit screen and hand crank w/ 24 original games for $180. But were there too many compromises made designing it and making it feel unique? Here is my full Playdate review. https://play.date/
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.