One thing common to the SAM Coupé games I've thusfar been involved with is a certain... haphazard quality to the development. My experience with 'professional' game development is admittedly limited (high school Work Experience and one published game more than 30 years ago, working by phone/post with a freelance coder), but it's easy enough to see when things are happening (or not happening) because something hasn't been fully thought through or discussed with all parties involved. Something I've been guilty of in the past is raising a hypothetical, then driving ahead with designing sprites, etc. based around that hypothetical , without having first adequately confirmed that it would ever be anything but hypothetical. For example, I mentioned in my first post about the sprites in The Lower Caverns , that I produced about 2/3 of a screen's worth of new and unique sprites before the coder pointed out that all he'd really wanted was for the existing sprite...