Why did they decide to make a retro game and then hire a member of the gbc homebrew community? The choices behind this are interesting. Even after somebody successfully convinced corporate to fund this game it's surprising someone else didn't say "we could do this in Unity for half the price."
It really only makes sense to me if someone on the corporate ladder was already a fan of the gbc homebrew community, or close to someone that was.
If you want something retro is seems a lot easier to just get someone who made a quality homebrew game to make you one rather than search for some generic Unity shop and have them make something good that looks sufficently retro.
That's a really interesting point. It's probably much easier for a skilled developer to make a cool, natively retro game with modern tooling. I wonder if there's a future for freelancers in this space?