201. | Darkest Dungeon Live (6): Veteran Time | 9 | | Darkest Dungeon
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202. | Dissecting Design: The Combined Strategy of Rise of Nations | 9 | | Rise of Nations
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203. | The Problem With Mainstream Indie Game Coverage | Critical Thought | 9 | | Resident Evil 7
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204. | Flynn Son of Crimson Complete Play on Hard | Levels Timestamped | 9 | | Flynn: Son of Crimson
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205. | Let's Look at Hyperrogue -- Distilled Rogue-Like Design | 9 | | HyperRogue
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206. | A Link To An Amazing Game | The Legend of Zelda A Link to the Past Dissecting Design | 9 | | The Legend of Zelda: A Link to the Past
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207. | A Critical Thought on Accessibility in Fighting Games | 9 | | Marvel vs. Capcom: Infinite
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208. | Indie Inquires 17.1 | Reviewing Steam Store Pages, Solus Sector Tactics | 9 | Review |
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209. | A (Mega) Critical Thought on the MMO Market Crash | 9 | Discussion | World of WarCraft
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210. | Debating Difficulty in Game Design | Game Dev Roundtable, Game Design Podcast, Game Dev Talk | 9 | Show | Counter-Strike: Source
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211. | Drawing the Line Between Inspiration and Copying Game Mechanics | Critical Thought, Game Design Talk | 9 | |
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212. | Keyboard vs. Gamepad in Game Development | Critical Thought | 9 | | Diablo III
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213. | The Problems I have With Youtube Gaming -- 1 Million View Special | 9 | |
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214. | The Artist Dilemma In Game Development | Critical Thought | 9 | |
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215. | The Problems of Putting a Price Tag on Videogames | Perceptive Podcast | 9 | Show |
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216. | How to Access Secret Floor 2 of Enter the Gungeon | 9 | | Enter the Gungeon
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217. | A Critical Thought on the Foundation of Emergent Gameplay | 9 | |
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218. | A Critical Thought on Being a Game Designer | 9 | |
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219. | How Remnant From the Ashes Embodies Shooter Souls-Like Design | Dissecting Design | 9 | | Remnant: From the Ashes
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220. | Zombasite Let's Play Primer | 9 | Let's Play | Zombasite
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221. | Designing A Megaman Action Roguelike | 30XX Developer Interview | 8 | | 30XX
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222. | Tips for Successful Steam Store Pages | Critical Thought, Game Dev Tips, Videogame Marketing, Indie | 8 | | Slay The Spire
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223. | A Critical Thought on Breaking Immersion in Video Games | 8 | |
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224. | A (Game) Industry Insight Into the Steam Direct Fee Announcement | 8 | Discussion | Guild Wars 2
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225. | Is there a Game Design Copying Problem? | Key to Games Podcast #gamedev #indiedev | 8 | Show | Vampire Survivors
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226. | Why The Science of Game Design Matters | Critical Thought, Game Design Talk | 8 | | Counter-Strike: Source
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227. | The Difference Between Procedural and Randomly Generated Content in Video Games-- Critical Thought | 8 | | No Man's Sky
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228. | Asura Finally Mastered -- Hardest Difficulty Win | 8 | Let's Play | Diablo III
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229. | Let's Play 2Dark: Hospice Stealth Run | 8 | Let's Play | 2DARK
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230. | Odallus The Dark Call 100% Speed Run Play (Spoiler Warning) | 8 | | Odallus: The Dark Call
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231. | Perceptive Livecast -- The Challenges of Indie Development | 8 | |
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232. | Grim Dawn Returns | Forgotten Gods Hardcore Play (Night 1) | 8 | | Grim Dawn
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233. | A Critical Thought on the State of Nintendo | 8 | |
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234. | Indie Showcase 144 | Neko Ghost Jump, Operation Steel, Museum of Mechanics, Rainbow Billy, Coven | 8 | Show | Rainbow Billy: The Curse of the Leviathan
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235. | Why Procgen Will Not Save Your Gameplay | Critical Thought #gamedesign #roguelike #indiedev | 8 | |
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236. | Examining Hades and Action Roguelike Design | Videogame of the Month Podcast | 8 | Show | Hades
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237. | The Game-Wisdom 2022 Awards for Best Bullet Heaven Games | #vampiresurvivor #indiegames #videogames | 8 | | Bullet Heaven
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238. | Why Annoying Gameplay Doesn't Sell Games Anymore | Critical Thought #gamedesign #gamedev #indiedev | 8 | |
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239. | Improving Achievements with Trophy Room Design Philosophy | Critical Thought | 8 | |
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240. | A Critical Thought on Sculptable Difficulty | 8 | Let's Play | Bastion
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241. | A Critical Thought on "Pay or Wait" Design | 8 | Discussion | Limbus Company
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242. | A Critical Thought on Breaking Games | 8 | |
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243. | Game Wisdom Plays Path of Exile (9) | 8 | Let's Play | Path of Exile
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244. | How Marvel, Unity, and Embracer Failed in 2023 | Critical Thought #gamewisdom #gamedev #indiedev | 8 | |
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245. | A (Game) Industry Insight Into The Basics of Indie Game Marketing | 8 | |
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246. | Metal Hellsinger is a Headbanging Time | Metal Hellsinger Review #metalhellsinger #indiegames | 8 | Review | Metal: Hellsinger
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247. | How to Create Effective Demos for Videogames | Critical Thought, Game Dev, Indie Game Marketing Tips | 8 | Guide |
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248. | Josh is Taking a Work Vacation | Channel Update | 8 | |
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249. | Darkest Dungeon Guide for New Players Part 5: Enter the Collector | 8 | Guide | Darkest Dungeon
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250. | Talking Adventure Game Design With Francisco González | Perceptive Podcast | 8 | Show | Lamplight City
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251. | A Study of Skill Floors in Game Design | Critical Thought, Videogame Design Lessons, Gamedev lessons | 8 | |
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252. | Unsighted is a Speedy Metroidvania | Unsighted Review | 8 | | Unsighted
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253. | Nioh NG+ Crushed: Meeting on the Other Shore | 8 | | Nioh
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254. | Why Game Development isn't Magical | Critical Thought | 8 | | Darkest Dungeon
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255. | External vs. Internal Skill Tree Design in Videogames | Critical Thought, Game Design, Game dev talk | 8 | | 7 Days to Die
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256. | How to Judge a Game's Design Thanks to Achievements | Critical Thought (Game Design Lessons) | 8 | Guide |
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257. | Defining (And Reducing) Grinding in Video Games -- Critical Thought | 8 | |
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258. | New Content Pitch | The Game Design Stress Test | 8 | |
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259. | Galaxy of Pen and Paper Let's Play (1) -- Beginning the PNPRPG | 8 | Let's Play | Galaxy of Pen & Paper
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260. | Why Do Good Games Fail? | Safely Extreme Cast 5/2/21 Edition | 8 | Show |
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261. | A Critical Thought on Final Fantasy | 8 | Discussion | Final Fantasy
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262. | Darkest Dungeon Guide for New Players Part 6: Weald Weariness | 8 | Guide | Darkest Dungeon
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263. | Let's Play Lock's Quest Remastered | 8 | Let's Play | Lock's Quest
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264. | Griftlands is a Deckbuilding RPG Wrapped up in a Roguelite | Griftlands Review | 8 | Review | Griftlands
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265. | The Road to 10K Subscribers Countdown | 8 | |
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266. | Super Meat Boy Forever Fails Fast | Review (Super Meat Boy Forever ) | 8 | Review | Super Meat Boy Forever
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267. | The Game Design Guide To Learning Shooters | #gamewisdom #indiedev #gamedev #shooter | 8 | Guide | Ultrakill
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268. | Becoming a Spelunky 2 Master | Spelunky 2 Let's Play (Spelunky 2 Cosmic Ocean Reach) | 8 | Let's Play | Spelunky 2
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269. | Welcome to Josh Wisdom | 8 | |
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270. | A Robot Named Fight's New Biome and Epic Final Boss | 8 | Let's Play | A Robot Named Fight!
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271. | What Makes a Metroidvania Video Game? (Critical Thought) | 8 | | Strider
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272. | Discussing Difficulty in Game Design Part 2 | Critical Thought | 8 | Discussion |
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273. | What is the Role of Videogame Criticism? | Critical Thought | 8 | |
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274. | Early Access Development Survival Guide | Critical Thought, Early Access, Game Dev, Indie Game Dev | 8 | Guide |
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275. | A Critical Thought on Multi Year Game Development | 8 | Discussion |
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276. | Player Controlled Progression in Game Design | Critical Thought | 8 | | Diablo III
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277. | Delivering Depression About Indie Dev | Critical Thought #gamewisdom #gamedev #indiedev | 7 | Guide |
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278. | How RNG in Games is Like a Spice -- Critical Thought | 7 | |
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279. | Resident Evil Village's Master of None Design | Dissecting Design, Resident Evil Village Review | 7 | Review | Resident Evil Village
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280. | The Game-Wisdom 2022 Awards for Best Adventure Games | #adventuregame #indiegames | 7 | | The Excavation of Hob's Barrow
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281. | Discussing a Decade of Indie Dev with Rami Ismail (audio only) | Perceptive Podcast | 7 | Discussion |
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282. | The Game-Wisdom Awards Best of 2022 Finale | #gamedev #indiedev #videogames | 7 | |
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283. | How Did Roguelikes Become Mainstream? | Roguelike Roundtable, Game Design Talk | 7 | | FTL: Faster Than Light
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284. | Is AI Art The Future of Gamedev | Key to Games Podcast #gamedev #gamedesign #indiedev | 7 | Show |
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285. | The Best Metroidvanias of 2023 | #gamewisdom Awards Part 4, #videogames #metroidvania | 7 | | Pseudoregalia
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286. | A Critical Thought on Game Piracy | 7 | Discussion |
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287. | The Market for Modern Retro Games -- Game-Wisdom Live Segment | 7 | |
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288. | Blizzard's Mistake With the Diablo Immortal Announcement -- Critical Thought | 7 | | Diablo Immortal
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289. | Does Intentional Friction Create Art or Annoyance? | Critical Thought, Game Design Lessons | 7 | | Space Warlord Organ Trading Simulator
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290. | What Makes Grinding Fun in Videogames | Critical Thought | 7 | | Forager
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291. | Darkest Dungeon Guide for New Players: The Arrival of the Abomination | 7 | Guide | Darkest Dungeon
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292. | Is it Wise to Play it Safe in Game Development? (Industry Insight) | 7 | | Disney Infinity
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293. | Making Your Narrative and Game Mechanics Work Together | Gamedev Roundtable 6/2020 Edition | 7 | Show |
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294. | Did King's Bounty Create the Bounty-like? | Game Design of the Month Cast, King's Bounty the Legend | 7 | | King's Bounty: The Legend
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295. | How to Play the Darkest Dungeon Part 9: An Unlucky End? | 7 | Guide | Darkest Dungeon
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296. | Best of Steam Next Fest 2023 Part 6 | #indiedev showcase 175 #indiegames #steamnextfest #indiedev | 7 | Show |
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297. | A Critical Thought on High Level Racing Game Design | 7 | |
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298. | The Ending of Dead Cells -- The Hand of the King Fight and Ending | 7 | | Dead Cells
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299. | Towertale Is More Focused on the Story than Boss Rush Design | First Look | 7 | First Impressions | Towertale
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300. | Let's Play Flinthook -- Third Bounty Success | 7 | Let's Play | Flinthook
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