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(+1)

Hi :) Because the scope of a Game Boy game is naturally capped by the hardware, the gap between "idea" and "playable prototype" is incredibly short. Tools like GB Studio  allow for ultra-fast compilation. I can test a mechanic, see if it has that intrinsic "fun factor," and pivot immediately. Just like your animation tool, it stops me from falling into the trap of over-engineering a dead-end idea.
It's just work for me and this is the reason why I focuse on making retro games :)

(+1)

Keeping the scope small is, indeed, a very good option too ! :)