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@CoMiGo You shouldn't be envious. I've been finding ctjs extremely pleasant to use. I've tried other frameworks (like Phaser) and I always find myself fighting to understand the mental model, which is so often too prescriptive. Not so with your creation!
Why Pico 8? In short, it's about embracing constraints.
Because Pico 8 has such limited real estate, limited "tokens" (defined as each value or expression), small memory size, succinct API, and simple language (Lua), it forces you to focus on your game's essence.
Also nice is how it incorporates a sprite editor, tile map editor, and sound and music editors all in one package. These are things that make developing for newbies easy, because you don't have to struggle setting up the environment. (I still, for the life of me, don't know a babel from a node from a grunt.)
But you've got a tilemap editor, it's super easy in ctjs to paste in graphics, and the API is right there in the goldilocks zone (not too much, not too little.) So I think what you have is exactly what I was looking for, because I wanted to build a game that wasn't as constrained.