I've been interested in these cute little things since they were first announced, but I still haven't pulled the trigger on the 229 USD price tag. Apparently with the education discount they're 195 USD, which still feels steep. But hey, given that the dev tooling is all free (including simulators), it would be fine to play around with game development even without buying the hardware.
Playdate’s handheld changed how Duke University teaches game design
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Re: Playdate’s handheld changed how Duke University teaches game design
#12The Playdate looks like what you'd make if someone only described the games kids made and shared on the TI-83 graphing calculator and then asked you to build a device.
It fits, in my head, very much in that same toy niche as Teenage Engineering's Pocket Operator series of music making devices: https://teenage.engineering/products/po
Re: Playdate’s handheld changed how Duke University teaches game design
#13Very cute, but $229 is a WILD price point.
I bought an ODROID-Go Ultra a few months ago for about $70. This can emulate the NES, SNES, Genesis, Game Boy, and oodles of other consoles, and can play what are arguably some of the best games ever made. The Playdate is three times that price, and while I'm sure that some of the games are fun, I would have a hard time believing that any of them are beating Donkey Kong Country or Phantasy Star IV.
It might be an apples and oranges comparison, but in my mind they still occupy a similar niche.
Re: Playdate’s handheld changed how Duke University teaches game design
#14Very cute, but $229 is a WILD price point.
I was thinking the same. Read the article, thought about getting one and then thought again
I bought mine pre release so it was like $50 cheaper even with the cover I think, but I would still pay the increased price for it. I thought it would collect dust, but it really is a great way to pass the time on the train. It scratches the original Gameboy itch for me without the needless stares from actually carrying a Gameboy.
I just wish they would release the docking station for it. I charge it next to my bed, so it could serve two purposes.
Re: Playdate’s handheld changed how Duke University teaches game design
#15Earlier quoted context omitted.
I was thinking the same. Read the article, thought about getting one and then thought again
It's actually worth it if you have any kind of a commute. There are a lot of very fun games for it. And it's nice having a thing that isn't connected to the Internet to avoid the temptation of doom scrolling. I bought mine pre release so it was like $50 cheaper even with the cover I think, but I would still pay the increased price for it. I thought it would collect dust, but it really is a great way to pass the time…
Re: Playdate’s handheld changed how Duke University teaches game design
#16Earlier quoted context omitted.
It's actually worth it if you have any kind of a commute. There are a lot of very fun games for it. And it's nice having a thing that isn't connected to the Internet to avoid the temptation of doom scrolling. I bought mine pre release so it was like $50 cheaper even with the cover I think, but I would still pay the increased price for it. I thought it would collect dust, but it really is a great way to pass the time…
Any game recommendations? You may have convinced me
Re: Playdate’s handheld changed how Duke University teaches game design
#17Very cute, but $229 is a WILD price point.
Re: Playdate’s handheld changed how Duke University teaches game design
#18The Playdate looks like what you'd make if someone only described the games kids made and shared on the TI-83 graphing calculator and then asked you to build a device.
You say that like it's a bad thing... It fits, in my head, very much in that same toy niche as Teenage Engineering's Pocket Operator series of music making devices: https://teenage.engineering/products/po