How has the development of POPGOES Evergreen influenced the way fangames are created today?
Specifically, I’m curious about how Evergreen has impacted the use of different game engines — especially considering that earlier POPGOES projects were developed in Clickteam. Do you think Evergreen has changed how creators choose their engines or approach their workflow, whether they use Clickteam, Unity, or any other engine currently in development?
P.S.: It would mean the world to me if you played my fangame, RASCAL. I’m a huge fan of your work! :D





































































































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