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As the site for the framework (https://24a2.routley.io/) notes, constraints can lead to creative thinking. As you note, there are plenty of non-constrained options.

It reminds me of the OP-1 synthesizer (https://teenage.engineering/products/op-1), which also has a fair number of constraints but people manage to do a lot of interesting things with it (e.g., Red Means Recording https://youtube.com/c/RedMeansRecording)




True but I still think that too many constraints can hinder creativity, the worst constraint of all is having no options and so no output. I could create something similar that only lets you change the color of 1 dot and only allows you to use 1 key on the keyboard. Those are some mighty constraints and I'm sure you could come up with a few somewhat entertaining games that could be played within those bounds but your creativity would be severely limited by it. A framework like Raylib has its own set of constraints but it provides you with an ample toolkit from which you can create many interesting things. At the same time it doesn't provide you with so much that it becomes overwhelming to learn. It sits in that sweet spot between too simple and too complicated that allows for maximum creativity.


I understand your point, but using one tool doesn’t preclude you from ever using another tool.

For example, you can sketch something in pencil before you ink it; similarly, you can use a simpler constrained framework to prototype a game before you elaborate on it.




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