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Indie games feel like they're in a weird spot right now, because in some ways design is returning to an almost arcade-like simplicity, but then in other ways game design practices are more complex than they've ever been.

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I think most devs are getting stuck at that, though. It’s fine to take inspiration from older games, but you need some kind of evolution beyond old design.

The rough-vs-polished split feels real, but I think the stronger differentiator is authored constraints: a simple visual can still feel unmistakably human when the mechanics and pacing take a clear stance. Polish earns attention; a specific idea earns memory.

I don't think this is either good or bad, for the record, it's just where we are right now. Priorities are on production value, simple approachable appeal and quick rewards, and falling back on mixing established genres with one or two eye-catching gimmicks.

The production value is the main big difference I'm feeling. Lots more studio games or AA games, and even games by one or two devs are shooting for studio-like quality and polish. It's often really difficult now to tell the difference between AA indie and INDIE indie now.

Yeah, and what's interesting to me is how almost every game is either a very literal retro throwback, or it uses realistic modern lighting and effects. Very few games that just straight up look weird and not realistic, with no retro association. They exist, for sure, but there aren't a ton.

Between the new emphasis on production value, the mess of AI emerging, and the ease at which anyone can make something that looks professional, I think there's going to be opportunities in the future for games that look rough and hand-made to really resonate with people.

Do you think intentional inconsistency becomes part of the design language, rather than something creators try to eliminate?

We're well past the point where UE5 visuals and generic high fidelity assets commonly signify "Steam slop," and I do think that trend will continue. It will be important for games to look like they're made by a person, and not by a combination of marketplace assets, UE5 templates, and gen AI