Obviously this is my personal preference - and it's one of someone who has been making indie games for a long time. I used engines like Game Maker for years before transitioning to more lightweight and custom workflows. I also work in very small teams, where it's easy to make one-off tools for team members. But I want to push back that making games "from scratch" is some big impossible task - especially in 2025 with the state of open source frameworks and libraries. A lot of popular indie games are made in small frameworks like FNA, Love2D, or SDL. Making games "without an engine" doesn't literally mean opening a plain text editor and writing system calls (unless you want to). Often, the overhead of learning how to implement these systems yourself is just as time consuming as learning the proprietary workflows of the engine itself.
而在面包、八宝粥、饼干、糕点等品类中,即便无法直接做成“两箱一提”,品牌也会通过把包装做大、增强体量感的方式,来达到相近的视觉与礼数效果。与河南文化高度相似的皖北地区,超市货架的堆头上,也随处可见大规模“两箱一提”包装的零食礼盒。
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