Interview with Japanese indie developer Kenta Cho on his path from Game & Watch and pocket computers to tiny browser games. He covers inventing BulletML for complex shmup bullet patterns, iterating through many short action experiments, and building Crisp Game Lib for three-hour prototypes with easy geometric collisions and auto-generated sound. He also explains risk-reward scoring, time-based or square-root difficulty curves, and demaking classics under hard constraints, as with the 1D Pac-Man game Paku Paku.
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