Thanks for sharing this! This is the programmer/co-developer Melos (posting from my ancient college-era HN account...)
As other comments point out, yeah this is technically NOT Open Source, but other terms don't communicate the intent as quickly at a glance (I would argue the general understanding of the term would include Even the Ocean/Anodyne's repositories)... and as someone mentions, it's basically a "come on, we're two people, don't screw us" License that's otherwise pretty generous, and the license does distinguish the repos from Open Source (tm).
Perhaps it shouldn't be solving one problem, but maybe explaining a base concept in a field most mathematicians know, and how it's important - since there's no one right answer, it would also show their experience and so forth - most people probably know what they are, but the more experienced will be able to talk for quite a while. iono, Cauchy sequences, maybe. or groups
Thank you for bringing this up. I would still draw the "indie" label at a small dev team, but those games you mentioned - at least Burrito Bison - while fun, and it has some interesting bells and whistles but at the end of the day isn't particularly meaningful - just press a button and sit back, maybe have a few interactions with it in-game, buy a few things, wash and repeat. They're still "indie", but perhaps in a whole different level of games, compared to Super Meat Boy or Braid...there is no way the intention wasn't to make something addictive that would monetize well. But, it is the Flash game market and to make a living off of that, that's what you have to do, I suppose.
Thanks for reminding me why I even do game development. Occasionally I get too wrapped up in marketing and the like...trying to think how I'll make any money off of it, and while important, what's the most important is the actual game itself (who would've thought?). Although to reiterate, I do understand why Flash games tend to usually be different in terms of intention - it's hard to deviate a lot from the formula and still manage to have food on your plate.
To add to stats, my first game sold for less than a thousand :P
I think #15 - attacking a bug directly instead of going about it with patches (although possibly there could be a fine line between "direct' and using patches) can be especially relevant for anyone (even outside of games).
I have no idea how important thorough knowledge of game design is at a bigger company where you'd likely be working on something small. For smaller experience with games there's a bunch of frameworks - Flixel, Flashpunk, Unity, etc...that might be a start?
I'm interested in this question as well I suppose, so upvoted.
There's the Sonic Physics Guide (http://info.sonicretro.org/Sonic_Physics_Guide), though that's more about implementing the physics of the original Sonic games in code, rather than explaining real-world physics through playing Sonic games.
As other comments point out, yeah this is technically NOT Open Source, but other terms don't communicate the intent as quickly at a glance (I would argue the general understanding of the term would include Even the Ocean/Anodyne's repositories)... and as someone mentions, it's basically a "come on, we're two people, don't screw us" License that's otherwise pretty generous, and the license does distinguish the repos from Open Source (tm).