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I don't regret those months though. That’s where I learned to think about games as systems, not pretty pictures., and where most of Windfall's core ideas took shape — painfully, because I had to cut them down to get anything working.
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The takeaway isn't that one engine is better. It's that sometimes you're not bad at this and not lazy — you just picked a tool that doesn't fit the problem. The clearest sign I'd found the right one: I wanted to open the project tomorrow. Full write-up: bear.nastys.dev/switching-to...