> PulpScript is limited in some ways -- for ins...
# linking-together
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PulpScript is limited in some ways -- for instance, it doesn’t currently support arbitrary math expressions, just simple operations between two values. Shaun has joked that “brute force creativity” is the attitude to take when solving a problem in Pulp. This simple toolbox gives you just enough flexibility to expand the game’s featureset beyond what seems possible at first. With a little bit of lateral thinking, you can generate random mazes, write lengthy dialog trees, and make games that look like graphic adventures or dungeon crawlers.
https://www.gamedeveloper.com/console/playdate-pulp-zero-to-video-game-in-60-seconds
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I came to post this as I'm reading it now
GB Studio is also a similar environment and all of them feel a little bit RPGMaker inspired even. I actually really like the "failed" Game and Watch experiment. I wonder if expanding that paradigm a little further (say by adding state based behaviors more complex than hide/show)