1. | Cuphead is pretty dope | 0 | | Cuphead
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2. | Solving 5 Rubik's Cubes blindfolded | 11 | |
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3. | Solving 11 Rubik's Cubes blindfolded (in under an hour) | 13 | |
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4. | How Never Alone Makes You Care About Alaska - Breakdown | 22 | | Never Alone
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5. | How Twitch Plays Pokemon Made Theater Interactive - Breakdown | 33 | Let's Play |
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6. | How Smash Bros. Appeals to All Skill Levels - Breakdown | 34 | | Super Smash Bros. Ultimate
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7. | Fez Follows Form Follows Function - Breakdown | 38 | | FEZ
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8. | Why Nova-111 is Real Time and Turn Based - Breakdown | 41 | | Nova-111
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9. | How Card Games Take Advantage of Their Medium - Breakdown | 40 | | Hearthstone
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10. | How Portal Uses Shape Language - Breakdown | 42 | | Portal
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11. | Dynamic Difficulty in Plants vs Zombies - Breakdown | 44 | | Plants vs. Zombies
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12. | How Pokemon Keeps Its Magic - Breakdown | 46 | |
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13. | Road Design in Burnout Paradise - Breakdown | 47 | | Burnout Paradise
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14. | Using the Foreground in Four Sided Fantasy - Breakdown | 48 | | Four Sided Fantasy
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15. | How Superhot Guides Your Eye With Color - Breakdown | 49 | | Superhot
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16. | Why Cuphead's Art Style Works - Breakdown | 49 | | Cuphead
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17. | How Super Hexagon Puts You in a Trance - Breakdown | 53 | | Super Hexagon
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18. | How Open World Games Create Anticipation - Breakdown | 53 | | The Legend of Zelda: Breath of the Wild
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19. | How Thumper Blends Horror and Rhythm - Breakdown | 56 | | Thumper
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20. | How Age of Mythology Conveys Power Through Unit Size - Breakdown | 57 | Vlog | Age of Mythology
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21. | Why Subnautica Borrows from Nature - Breakdown | 57 | | Subnautica
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22. | Accurate vs Useful Feedback in Rhythm Games - Breakdown | 59 | | Rhythm Heaven Megamix
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23. | Mark of the Ninja's Interest Curve - Breakdown | 62 | | Mark of the Ninja
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24. | Map Design in Tribes: Ascend, CS: GO, and Overwatch - Breakdown | 63 | | Counter-Strike 2
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25. | Why Breath of the Wild Has Infinite Bombs - Breakdown | 66 | | The Legend of Zelda: Breath of the Wild
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26. | How Axiom Verge Teaches Without Teaching - Breakdown | 75 | | Axiom Verge
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27. | The Balance of Complexity in Fighting Games - Breakdown | 75 | | Nidhogg
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28. | Exit Points in Super Meat Boy - Breakdown | 88 | | Super Meat Boy
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29. | How Brothers: A Tale of Two Sons Simplifies Its Controls - Breakdown | 88 | | Brothers: A Tale of Two Sons
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30. | How Shovel Knight Knows Where You're Looking - Breakdown | 107 | | Shovel Knight
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31. | How Supergiant Breaks the Rules of Game Design - Breakdown | 155 | | Bastion
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32. | Inside Inside's Puzzle Design - Breakdown | 180 | | Inside
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33. | How Valve Gets You to Look at the Ceiling - Breakdown | 199 | | Portal
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