Dwarf Fortress is extremely compact (100mb). Sounds like you are thinking more in the line of .KKrieger. It’s more of a coding exercise where they used a bunch of tricks to get the games file size down to 97.000 bytes.
gamedev
Game development and architecture discussions.
My husband has recently got into developing for Pico-8, which has a pretty tricksy maximum size limit to work with.
Afaik this isn't for any real hardware-related reason, but clearly people enjoy the challenge and the creativity that naturally flows from limitation.
Naturally there are a ton of terrible games that get shovelled out for it (same as with anything) but some people can make it do pretty wild stuff!
I was reading about people using the K.O. II sampler. It has its limitations, but the portability and ability to quickly record any sound, anytime and everywhere you happen to be, seems to ignite the same kind of natural flow, awakening the urge to create.
The Teenage engineering stuff is pretty cool, extremely expensive though.
Ikr? I feel like a little kid scrolling through their stuff, a little kid whose parents said no. In this case, I'm my own parents telling me no.
I dunno, I was really bummed that I couldn’t run Doom on my 286, even with the turbo button on. Doom sold a lot of 486 DXs
Not really the minimalism you're looking for, but I have a mountain of respect for Jonathan Blow and his team. Made their own engine for The Witness so they could have full control to tweak the player experience juuuust right. And imo it still looks beautiful and plays nicely on my laptop's apu. At the moment they're creating a new programming language because he feels c++ is bloated, and they're developing another puzzle game with it. He's got a lot of gripes about the state of game/software development, and damn he's trying to do something about it that he feels is meaningful
Jill of the Jungle was a fun ass game. came with its own sound board too!
Battlebit Remastered was made to run on a toaster and is recent, no singleplayer though.