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yeah this is sort of my thing, but I think making that sort of gameplay satisfying either requires some very sophisticated procgen techniques, or a lot of worldbuilding work. Exploring is one of my favorite aspects of both open world games and metroidvanias, and I'd love to make a game centered around that sometime.

yeah even as I said that it sounded a bit unfair for 2 weekends... the game was just so engaging that I wanted to see out a docking bay window so badly... that plus the music I probably would've left that running on the side of my screen for a few hours, 10/10 atmosphere

I wanted to do more for both the music and graphics but I had a lot of life stuff going on during the jam's run and was only available for like half the time.

lemme clarify that was about SFX (ship thrusters etc), just to help me understand what my button presses were doing. knowing you did this music in half the time I assumed is, wow, talent

the INSERT key. seriously. it's 2025. Who has an insert key on their keyboard?

wow the im-sim (immersive simulator) of game engines... you really need a commodore 64 keyboard with the backspace, delete, and insert all lined up vertically with each other- hah! do not blame you for using (what looks to be) Logic Pro

I like TIC80 for these jams because it keeps us focused. We talked about doing this in Löve2D instead, but I'm not familiar with that yet, and I feel like the increased freedom would have helped us lose sight of trying to make an interesting _game_ in the short time we had.

precisely why i asked! while pico8 over-did the minimalism IMHO, love2d-- while minimal in terms of game engines/frameworks-- is maximalist compared to any fantasy console... and in their defense... i don't think anyone has managed to make a good neo-retro minimalist dev environment past the 80s era of the two fantasy consoles we're talking about... i just rabbit hole myself in love2d every time I use it and I end up writing a bunch of half baked libraries instead of creating art... definitely going to check tic80 out

the sfx editor is different, but as someone who is very experienced with synthesizer programming,  TIC's sfx system strikes me as offering a lot more possibilities. I could be wrong, and I'm sure someone intimately familiar with pico's system could do some amazing things with it. Would I have made TIC's sfx system differently? yes. Would I still like to embed it in a DAW plugin? yes.

I'm not a big fan of trackers; I sketched out all three tunes in a more sophisticated music-making program and then copied that over to the tracker

the wavetable thing they got going on looks cool and not too daunting, but ive also stared at bitwig / vital / serum before, so im not really the right audience to tell you if it's good for folks who've barely used a DAW before... and this essentially boils down to my previous point of... once you get past a certain level of complexity, the best you can do is give your users the ability to work outside the restrictions your console creates-- tic80 seems to do that much better than pico8

I have no experience with pico8 – the three game jams I've done with Phil are my first real game dev experiences since playing with Qbasic in high school in the early 90s.

ive been thinking a lot about love2d being a bit much, there not being a 90s+ fantasy console, visual programming, and the lost magic of visual basic a lot these days... time saving, creativity enabling, education supporting, software is my jam... there's something neat about fantasy consoles that reminds me of Racket's sub-languages for teaching programming a la their textbook

kinda why i built a lot of audio visual framing and a pseudo-tech-time-machine around our submission... this convo's given me a lot to think about

thank you again, both of you, for such thoughtful comments and donating the time it took to write it all out! as well as hosting this awesome jam again :)