When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works. (Image credit: Bigmode) In a recent AMA onReddit, solo dev Billy Basso was asked whether he deliberately tried to keep the game’s file size as small as possible, or whether that was simply a happy accident. Animal Well is, at its heart, a relatively simple 2D platformer, but in an era where game sizes have been ballooning, I don’t remember coming across anything quite as small as this in a long time. In response, Basso said that “I didn’t do anything particularly clever” and that the game’s tiny file size “was mostly just a side effect of using my own tools, not inheriting any of the bloat of another engine, and using actual low-resolution pixel art saves like 99 percent of the space a game would typically need.” I imagine there are some other tricks going - repeating but cleverly used visual assets, for one thing - but in just those two …