1. | Spelunky 2 is a Good Sequel and A Bad Roguelike | Review (Spelunky 2 Review) | 144 | Review | Spelunky 2
|
2. | Nioh's NG++? -- Way of the Demon Explained | 127 | Let's Play | Nioh
|
3. | Darkest Dungeon: Guide for New Players (Part 1) | 92 | Guide | Darkest Dungeon
|
4. | A Mobile Game Monetization Review of Arknights | #mobilegaming #arknights | 92 | Review | Arknights
|
5. | Darkest Dungeon's Newest Boss -- The Thing From the Stars Fight | 66 | | Darkest Dungeon
|
6. | Nioh -- All Living Weapons Explained | 66 | | Nioh
|
7. | Beginner's Guide for SHENZHEN I/O | 60 | Guide | Shenzhen I/O
|
8. | How to Make the Best Gear in Nioh | 59 | Guide | Nioh
|
9. | The Difficulty Behind Grand Strategy Game Design -- Critical Thought | 55 | | Kerbal Space Program
|
10. | NG+ Nioh -- Divine Gear Explained | 54 | Guide | Nioh
|
11. | The Design of Fixed Camera Systems in Video Games (Audio Fixed) -- Critical Thought | 52 | Discussion | Resident Evil
|
12. | Slay the Spire Beginner's Guide -- Silent Strategies | 50 | Guide | Slay The Spire
|
13. | The Flame in the Flood Beginner's Tips | 50 | | The Flame in the Flood
|
14. | How to Survive the Flame in the Flood (New Player Survival Guide) | 46 | Guide | The Flame in the Flood
|
15. | Fear and Hunger Is a Fairly Unfair RogueLike | Review | 46 | Review |
|
16. | A Critical Thought on Metroidvania Design | 44 | | Super Metroid
|
17. | Ethical F2P Guidelines With Player Friendly Design | Critical Thought, F2P game design | 37 | Guide |
|
18. | New Nioh NG+ Nightmare -- The Hardest Arena Yet? | 37 | Let's Play | Nioh
|
19. | Rage Inducing Maria -- Nioh Dragon of the North DLC Play | 36 | Let's Play | Nioh
|
20. | The Design of Dwarf Fortress | Tarn Adams Interview (Perceptive Podcast) | 35 | Show | Dwarf Fortress
|
21. | Darkest Dungeon Guide -- My Favorite Classes | 35 | Guide | Darkest Dungeon
|
22. | World Record Cuphead Speed Run (Glitchless 200% Pacifist in 1:20:11 Old Record) | 34 | | Cuphead
|
23. | A Critical Thought on "Gacha" Game Design | 34 | |
|
24. | Why Sekiro Shadows Die Twice is a Broken, Easy, Game | Dissecting Design | 34 | | Sekiro: Shadows Die Twice
|
25. | Darkest Dungeon Guide for New Players Part 2 | 32 | Guide | Darkest Dungeon
|
26. | Moonlighter Between Dimensions Final Boss and Ending | 32 | | Moonlighter
|
27. | How to Play the Darkest Dungeon Part 1 -- The Basics | 31 | Guide | Darkest Dungeon
|
28. | Let's Play Super Hydorah -- 100% Complete + Bonus Secret Ending | 31 | Let's Play | Super Hydorah
|
29. | Why Devil May Cry 5's Microtransactions are a Mistake (Critical Thought) | 30 | | Devil May Cry 5
|
30. | Hollow Knight Assessment (Completion Critiques Pilot) | 30 | | Hollow Knight
|
31. | Slay the Spire New Player's Guide -- Ironclad Strategies | 30 | Guide | Slay The Spire
|
32. | The Limits of Realism in Video Games -- Critical Thought | 28 | | The Long Dark
|
33. | What is Modern RPG Design? | Critical Thought #gamedesign #gamedev #indiedev #rpg | 27 | |
|
34. | A Critical Thought on RPG Class Design | 27 | Discussion |
|
35. | A Critical Thought on the Foundation of Metroidvania Design | 26 | | Castlevania: Symphony of the Night
|
36. | Payday 2: Completely Overkill Pack Failure | 26 | | Payday 2
|
37. | Nioh: Guardian Spirits Explained | 25 | | Nioh
|
38. | Dissecting Design -- Beat-Em-Up Basics With Streets of Rage 2 | 24 | | Streets of Rage 2
|
39. | A Critical Thought on WRPG vs JRPG Design | 24 | Discussion |
|
40. | A Monetization Review of Limbus Company | #limbuscompany #gamedev #gamedesign | 23 | Review |
|
41. | The Horror of Hoarding in Video Games | Critical Thought, Game Design, #gamedesign #gamedev | 23 | | Animal Crossing: New Horizons
|
42. | How to Win at Cultist Simulator -- Advanced Guide | 22 | Guide | Cultist Simulator
|
43. | Explaining the Decline in 3D Platformers | Critical Thought | 22 | | Yooka-Laylee
|
44. | The Current End of Dead Cells -- The Watcher and Beyond | 22 | | Dead Cells
|
45. | First Look: The Warlock of Firetop Mountain | 21 | Let's Play | The Warlock of Firetop Mountain
|
46. | Talking Indie Development With Edmund McMillen (Part 1)| Perceptive Podcast | 21 | Show | The Binding of Isaac
|
47. | What the Steam Deck Means For Portable Game Design | Critical Thought | 21 | | Neverwinter
|
48. | The Pinball Arcade's Licensing Woes -- Game Industry Insight | 21 | | The Pinball Arcade
|
49. | Are Difficult Games Only About "Gitting Gud?" | Critical Thought, Game Design Video | 21 | |
|
50. | A Look Back at Real Time Strategy Game Design | Game Design Talk | 20 | |
|
51. | Grim Dawn Ashes of Malmouth New Player's Guide | 20 | Guide | Grim Dawn
|
52. | Snake Fight| Nioh 2 Beta Yatsu-no-Kami Boss Defeated and Guide | 20 | Guide | Nioh 2
|
53. | Game Design Guide For 2D Platformer Design | #gamewisdom #gamedesign #indiegame #gamedev #platformer | 20 | Guide | Super Mario Maker 2
|
54. | A Critical Thought on When Video Game Difficulty Becomes Cheap | 20 | | Nioh
|
55. | Bloodstained Ritual of the Night Review | Measuring Metroidvania Design | 20 | Review | Bloodstained: Ritual of the Night
|
56. | What Does Good Game Structure Look Like? | Critical Thought #gamedesign #gamedev #indiedev | 19 | | Rusted Moss
|
57. | Finishing Children of Morta (SPOILER WARNING) | Ending and Final Boss | 19 | | Children of Morta
|
58. | First Look at Minion Masters | 19 | Let's Play | Minion Masters: Forced to Duel
|
59. | We Finally Did it: 10K Sub Announcement | 18 | |
|
60. | How Dark Souls Elevated Boss Design | Critical Thought , Game Design Talk, Dark Souls Design | 18 | | Dark Souls
|
61. | A Critical Thought on Steam Direct | 18 | Discussion | Guild Wars 2
|
62. | A Critical Thought on the Flow State and Video Games | 18 | Discussion |
|
63. | R Type Final 2 is Made for a Certain "Typer" of Fan | Review | 18 | Review | R-Type Final 2
|
64. | What Makes an Immersive Sim? (Critical Thought) | 18 | | Prey
|
65. | Settling the Roguelike vs RogueLite Debate | Critical Thought | 18 | | Risk of Rain 2
|
66. | Darkest Dungeon Guide -- Meet the Flagellant | 17 | Guide | Darkest Dungeon
|
67. | The Problem of Silent Protagonists in Videogames | Critical Thought | 17 | | Doom
|
68. | Payday 2 vs. Pay to Win | 17 | | Payday 2
|
69. | A Fun Debate About Game Design | Critical Thought, Game Design Talk, game dev, indie dev, | 17 | |
|
70. | The Ultimate Secret for Game Dev Success | Critical Thought, Game Design Knowledge | 17 | |
|
71. | Discussing Difficulty in Game Design Part 1 | Critical Thought | 16 | Discussion | Super Mario 64
|
72. | Manifold Garden is Infinitely Entertaining | Review | 16 | Review | Manifold Garden
|
73. | What Makes Good Metroidvania Design | Game Design Lecture, Metroidvania Design Tips | 16 | | Neverwinter
|
74. | The Role of AI Development in Game Design | Strategy Game Roundtable, Game Design Talk, Gamedev | 16 | |
|
75. | The Dark Side of Wargaming.net | Perceptive Podcast, Wargaming.net controversy | 16 | Show | World of Tanks
|
76. | Demon's Tilt Left me Feeling Drained | First Look | 16 | First Impressions | Demon's Tilt
|
77. | The Abusive Monetization Practices of FOMO | Critical Thought, Game Design Talk | 16 | | Dead by Daylight
|
78. | A Conversation on Combat Systems in Game Design | Key to Games Podcast | 16 | Show |
|
79. | Mindseize Can't Escape it's Metroidvania Problems | Review | 16 | Review | MindSeize
|
80. | Is Extreme RNG Bad For Game Design? (Critical Thought) | 16 | | FTL: Faster Than Light
|
81. | Making Movement Feel Right in Videogames | Critical Thought | 16 | | Disney Infinity
|
82. | Perfecting Pacing in Game Design | Critical Thought #gamedev #gamedesign #videogames | 16 | |
|
83. | The Influential Platformer Games of the Game Industry | #gamedev #indiedev #videogames | 15 | Discussion |
|
84. | How Developers Have Improved Roguelike Design |#gamewisdom #roguelike #indiedev critical thought | 15 | |
|
85. | Why Recettear is Still King of the Shop Simulator Genre -- Critical Thought | 15 | | Recettear: An Item Shop's Tale
|
86. | Zen Studios' Huge Gain With Classic Pinball Tables -- Industry Insight | 15 | Discussion | Pinball FX3
|
87. | The First Game-Wisdom Game Jam Winner's Showcase | #gamejam #indiegames | 15 | Show |
|
88. | The Value of Numbers in Game Design | Critical Thought #gamedesign #gamedev #indiedev | 15 | |
|
89. | When Consumers Go Too Far | Critical Thought, Boyfriend Dungeon Stalking Controversy | 15 | | Boyfriend Dungeon
|
90. | The Problem With Spikey Gameplay | Critical Thought, Game Design Talk, Videogame Design | 15 | |
|
91. | The Game Design Trap of a Zelda Roguelike | 15 | |
|
92. | The Tricky Case of Enchanted Portals vs Cuphead | Critical Thought | 15 | Discussion | Cuphead
|
93. | Elevating Gameplay With Aesthetics | Critical Thought, Game Design Talk | 14 | | Paper Mario
|
94. | Why Game Developers Need User Reviews | Critical Thought (Game Dev, Indie Dev, Steam User Reviews) | 14 | Review |
|
95. | How to Get Started Building Your First Videogame | Critical Thought, Game Design Tips | 14 | Tutorial |
|
96. | They Are Billions Can't Handle the Horde | Review | 14 | Review | They Are Billions
|
97. | Din's Legacy First Look -- An Evolving ARPG | 14 | | Din's Legacy
|
98. | Tough Truths of Indie Development Featuring Nexus Games | Perceptive Podcast | 14 | Show |
|
99. | A Critical Thought on Uniqueness vs. Refinement in Games | 14 | |
|
100. | Darkest Dungeon Guide for New Players Part 3: Now With Cove Update | 14 | Guide | Darkest Dungeon
|