Hello there!
I’m currently making a new video series about Playdate Game Dev, with a focus on the SDK. It’s also a bit of a postmortem for my second Playdate game, The Fall of Magic Castle.
I’m still in the process of making new ones and I will try to cover different aspects / experiences gathered while working on the game. I’ll update this thread as I go, I hope it will be of some use to other devs 
Choosing an Engine: https://youtu.be/01KcbjeqjD8
Finding Assets: https://youtu.be/Qd1gl906j2Y
Editing Assets: https://youtu.be/CTyIRXu-9Hs
5 Likes
This time I wanted to share a few things about creating levels (both Pulp and SDK). The SDK part focuses a lot on LDTK integration and summarises the workflow I used for The Fall of Magic Castle, including some gotchas.
1 Like
Today I wanted to talk about finding inspiration. Mostly focused on doing research when constructing gameplay systems and where do I usually look for ideas (other games, books etc.)
Today diving into the Playdate SDK and talking about how I structured my data & logic in the Fall of Magic Castle. Practical details on making a quest system, managing game data, organizing sprites etc.
https://www.youtube.com/watch?v=aOAblrNsmL4
1 Like