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I am a somewhat LÖVE veteran but I have gone in the opposite direction: LÖVE is *too powerful* me :).

I gave PICO-8 a try and ... I found peace.

The strict limitations are strangely liberating. Asset production (one of the most time-consuming parts of game development for me) is a breeze when you are limited to a 8x8 image and a 16-color palette. A similar thing happens with sound and music.

It is the missing link between developing a text-based roguelike and LÖVE.

Then there are a lot of small details like the fact that sin and cos return numbers in the 0..1 range instead of 0..2Pi range. And there is a reason for that (most things in Pico-8 work on the 0..1 range, it saves tokens). And there are "secrets" as well. It might not be something that I would use to create a commercial product, but it is FUN.



It's fun until PICO-8 says "that's enough. I forbid you from adding any more code/sprites/etc."

And then you realize you are being strangled by artificial, arbitrary limits that don't actually have any reason nor justification for existing.

Thankfully TIC-80 offers almost the exact same experience with more lenient restrictions.


> Then there are a lot of small details like the fact that sin and cos return numbers in the 0..1 range instead of 0..2Pi range.

The [0,2pi) interval is rather strange for an output or do you mean the arcus functions?




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