I have published on my blog the specifications and ingredients for various small reference programs, starting with a clock (150 words) , then a wristwatch simulation, then snake, tic-tac-toe, minesweeper and ending with chess (no AI, just two player). That project set spans from 150 to 1500 words of code, and have given these challenges to some of the various next gen language teams like Red, Luna, etc. You can also compare them to the various GitHub examples that have been done in longstanding languages like JS, Java, etc. One thing you immediately have to deal with is the graphical subsystem that the language uses; that is a major factor, and in a lot of older environments they predate the explosion of target devices, and one cannot actually make a resolution-reactive product in these older frameworks without great difficult. Another issue you see immediately when looking at existing toolchains like Objective-C/Swift from Apple is the gigantic number of system API calls you have to learn to do almost anything. You have a dozen major library subsystems to learn, must to make a sound effect, respond to a click, and draw an image. So one of the biggest problems i see is the total number of pages you have to read in order to accomplish these simple functions. Thats what makes a little game maker tool like fancade so outstanding; it manages to boil down the verbs and nouns to a small enough set you can program on a cellphone.