The main reasons I'd personally pick WASM-4 over TIC-80 would be touchscreen controller support, more complete documentation, and better performance on resource constrained devices. (WASM-4 can run on the ESP32 and Nintendo DS, while TIC-80 struggles on the significantly more powerful 3DS.)
https://spritely.institute/news/hoot-wireworld-live-in-brows...
* Even more platforms: Chrome OS, Meta Quest, Tesla cars, Xbox, smart fridges, etc. The web is unmatched in platform support and more importantly allows you to completely bypass the software distribution monopolies on all of them. Ship freely without anyone's permission!
> retro aesthetics
You are really making me feel old.
That said PS1/PS2 style is pretty popular and a fantasy console in that area would be indeed great.
I just hope you mistyped because PS3 is mostly modern graphics for me. Most of the games still look good if you upscale the textures a bit.
The Game Boy has less memory than would be required for a full frame buffer, so its “just in time rendering” of sprites and tiles is one way to support its full display resolution and still leave some space for game state in the RAM.
This isn't quite true—you need 160 * 144 pixels at 2 bits-per-pixel. This weighs in at 5760 bytes. There are many other reasons why a framebuffer wasn't ideal for the hardware of the time, though.
But in any case a frame buffer would use up almost the entire available VRAM of 8 KB and would have probably also been more expensive since it would have to be dual-port RAM (I believe the Game Boy's VRAM isn't).
As a developer with no art skills myself, I can sympathize with that. But I think that is already taken care of by the low-res display - making pixel art is (in my experience) a lot easier than higher-resolution art. I don't think having 8, 16 or 32 colors instead of just 4 really makes an impact on the art skills required for a game...
The Sharp Memory LCD used in the Playdate is more expensive than a similarly sized IPS LCD. Whilst power consumption was probably a consideration, the main justification was to impose a deliberate game design constraint IMHO.