I think the simultaneous rise of HTML5, the retro style, and the commercial success of the indie development methodology have created a great opportunity for the hacker turned entrepreneur. Additionally, all of the open source code, DIY tools, and Creative Commons licensed artwork provide a relatively low barrier to entry. Take, for instance, Realm of the Mad God. This is a really fun retro indie MMO. It was actually developed as part of a contest where artists first made Creative Commons licensed art assets and programmers then used these to make a game. The map generation code is also open source. You could go out and write a game like this today and, even better, you don't have to do it in Flash like they did. A game like this could be written in pure HTML/CSS/Javascript, which is good news for web developers that have already been working in this medium for a while.
My plan is to write a series of posts about all of the great things I've discovered about developing retro indie HTML5 games as I've been working on my own game. While this may seem like a very specific topic, it opens up the doors to a variety of topics with nice concrete examples. For instance, I've often wondered, HTML5 sounds cool I guess but what is it good for, actually? In developing my game, it became quite apparent that it would be pretty much impossible without some very specific HTML5 features, not the obvious things like the Canvas and Audio APIs, but specifically Web Workers have been indispensable.
So watch the blog for future posts in this series. I'm going to start with Akihabara, the HTML5 game library specifically designed for retro games. Also let me know if there's anything specific you're interested in it and if I something to share on the subject then I'll try to make a post about it.