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bendingoutward

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A few that I've really enjoyed so far, if you don't mind the suggestions:

* Antichromatic (hit and subsequently blasted out of the sandbox earlier this week, effectively Ikaruga mechanic applied to a platformer)

* Inferno & Ballistic SE (same author, same general gameplay, different world mechanics)

* Saturday Morning RPG

I'd love to see an actual vs fighter, but currently lack the free time to even care about hacking one up :/

I have another possible explanation for that first question, and I am making the assumption that I'm not the only person that has had to work on not feeling this way:

Even though we really shouldn't feel this way, a lot of us developer sorts wrestle with the idea that we're the only ones ever really working, specifically in the pure development phase of a project.

Granted, I'm sure everybody feels that way at least once during a given venture. I've forced myself to stop thinking that way, but it seems a fairly human thing to think.

We often do get the short end of the stick, and the article addresses that bit, but probably not clearly enough.

The message that I've taken away from it is "dude, hustlers need hackers and hackers need hustlers, so equal footing is probably a good idea."