301. | Game-Wisdom Plays Drox Operative Part 1 | 7 | Let's Play | Drox Operative
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302. | Best of Steam Next Fest 2023 Part 6 | #indiedev showcase 175 #indiegames #steamnextfest #indiedev | 7 | Show |
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303. | A (Game) Industry Insight Into Tencent vs. Valve | 7 | Discussion |
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304. | The Work Behind Video Game Engines -- Perceptive Podcast | 7 | Show |
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305. | Darkest Dungeon Guide for New Players Part 4: Going for Broke | 7 | | Darkest Dungeon
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306. | Why Steam Refunds Are Great...And Need Work | Critical Thought Game Dev Talk, Steam Refund | 7 | |
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307. | The Game-Wisdom 2022 Awards for Best Horror Games of 2022 | #horrorgaming #videogames #indiegames | 7 | | Nightmare of Decay
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308. | 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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309. | TIS-100 Spotlight and Tutorial | 7 | Tutorial | TIS-100
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310. | A Mobile Game Monetization Review of Marvel Contest of Champions | #marvelcontestofchampions | 7 | Review | Marvel Contest of Champions
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311. | Supraland is a Superlative Metroidvania | Supraland Review | 7 | Review | Supraland
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312. | Let's Play Flinthook -- Third Bounty Success | 7 | Let's Play | Flinthook
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313. | Why Game Designers Need to Play Games | Critical Thought #gamedev #indiedev | 7 | |
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314. | Let's Look Back at Caveblazers (Grab Bag Stream) | 7 | | Caveblazers
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315. | How to Create Interesting Choices in Gameplay | Critical Thought | 7 | Guide |
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316. | Fearmonium's True Ending and Final Boss Walkthrough | 7 | Walkthrough | Fearmonium
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317. | Is AI Art The Future of Gamedev | Key to Games Podcast #gamedev #gamedesign #indiedev | 7 | Show |
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318. | Unraveling Undermine with the Developers (Audio Only) | Developer Interview (Perceptive Podcast) | 7 | Show | UnderMine
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319. | First Solid RogueLite of 2020 | Scourgebringer Early Access Completed Run | 7 | | ScourgeBringer
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320. | Does Intentional Friction Create Art or Annoyance? | Critical Thought, Game Design Lessons | 7 | | Space Warlord Organ Trading Simulator
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321. | A Game Design Talk on Patterns in Gameplay | Perceptive Podcast | 7 | Show |
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322. | How to Design Logical Puzzles in Video Games -- Critical Thought | 7 | Vlog | The Witness
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323. | How to Play the Darkest Dungeon Part 9: An Unlucky End? | 7 | Guide | Darkest Dungeon
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324. | How to Play the Darkest Dungeon Part 7: Tide Keeps on Turning | 7 | Guide | Darkest Dungeon
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325. | A Critical Thought on the Philosophy of Game Design | 7 | |
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326. | Why Did Vampire Survivors Succeed? | Influential Games Cast #indiegame #vampiresurvivor #gamedesign | 7 | | Vampire Survivors
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327. | Delivering Depression About Indie Dev | Critical Thought #gamewisdom #gamedev #indiedev | 7 | Guide |
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328. | The Marketing Mistakes of Concord | #gamewisdom Critical Thought #concord #gamedev #indiedev | 7 | |
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329. | A Critical Thought on Class Based RPG Design | 7 | |
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330. | The Game-Wisdom Awards Best of 2022 Finale | #gamedev #indiedev #videogames | 7 | |
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331. | Everything You want to Know About UI Design | Back to Game Design Basics #gamedev #gamedesign | 7 | |
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332. | How Did Roguelikes Become Mainstream? | Roguelike Roundtable, Game Design Talk | 7 | | FTL: Faster Than Light
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333. | The Market for Modern Retro Games -- Game-Wisdom Live Segment | 7 | |
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334. | Running Right Into Story | Stela Complete Play | 7 | |
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335. | Blizzard's Mistake With the Diablo Immortal Announcement -- Critical Thought | 7 | | Diablo Immortal
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336. | How RNG in Games is Like a Spice -- Critical Thought | 7 | |
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337. | The Adventure Game Design Roundtable Podcast | Adventure Game Design Discussion | 7 | Discussion |
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338. | Resident Evil Village's Master of None Design | Dissecting Design, Resident Evil Village Review | 7 | Review | Resident Evil Village
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339. | Blood Card First Look | Getting Blood From a Roguelike | 7 | First Impressions |
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340. | A Technical Beat-em-Up: Fight 'N Rage Review | 7 | Review | Fight'N Rage
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341. | Making Your Narrative and Game Mechanics Work Together | Gamedev Roundtable 6/2020 Edition | 7 | Show |
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342. | Discussing a Decade of Indie Dev with Rami Ismail (audio only) | Perceptive Podcast | 7 | Discussion |
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343. | Void Stranger Delivers Depths of Puzzle Design | Void Stranger Review #indiegames #voidstranger | 7 | Review |
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344. | Towertale Is More Focused on the Story than Boss Rush Design | First Look | 7 | First Impressions | Towertale
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345. | A Critical Thought on Game Piracy | 7 | Discussion |
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346. | The Game-Wisdom 2022 Awards for Best Metroidvania | #metroidvania #indiegames #videogames | 7 | | Frontier Hunter: Erza’s Wheel of Fortune
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347. | Why RPG Design Brings in the Big Bucks | Critical Thought #gamedesign #gamedev #rpg | 7 | | Arknights
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348. | Darkest Dungeon Guide for New Players: The Arrival of the Abomination | 7 | Guide | Darkest Dungeon
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349. | Achtung Cthulhu Tactics Recorded Stream (Finale) -- Taking on the Tank | 7 | | Achtung! Cthulhu Tactics
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350. | The Legacy and Future of Star Control | Paul Reiche and Fred Ford Interview, Perceptive Podcast | 6 | Show | Star Control II
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351. | What Game Sales Mean for Game Developers | Safely Extreme Podcast (Game Design Talk) | 6 | Show |
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352. | Does Live Service Hurt or Help Game Design | Critical Thought | 6 | Let's Play | XCOM: Enemy Unknown
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353. | How "Push Forward" has Changed Game Design | Critical Thought, Action Game Design Talk | 6 | | Doom
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354. | Almost There the Platformer Video Review -- Not Quite There | 6 | Review |
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355. | Marketing Misconceptions For Gamedev | Gamedev Roundtable, Game Design Chat | 6 | |
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356. | Space Robinson Becomes a Repetitive Roguelite | Review | 6 | Review | Space Robinson: Hardcore Roguelike Action
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357. | Let's Play Phantom Trigger (Finale) -- Lights Out | 6 | Let's Play | Phantom Trigger
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358. | A Critical Thought on Whales and Monetization | 6 | Discussion |
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359. | Dying to Metroidvania | 8 doors Arum's Afterlife Adventure Review | 6 | Review | 8Doors: Arum's Afterlife Adventure
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360. | A Reverse Darkest Dungeon -- First Look at Iratus Lord of the Dead | 6 | First Impressions | Iratus: Lord of the Dead
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361. | Game Design Deep Dive: Platformers is Now Out | Book Reveal | 6 | |
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362. | An Intro to Video Game Coding With Tim Beaudet | Perceptive Podcast #gamedev #programming | 6 | Show |
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363. | Let's Play Zombasite (Finale): Poor Management | 6 | Let's Play | Zombasite
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364. | A Critical Thought on Why Game Development is Hard | 6 | |
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365. | Investigating Idle Design With Idle Hero | Game Design of the Month Cast, 4/21 | 6 | |
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366. | First Look at Shadowhand -- 18th Century Card Combat | 6 | First Impressions |
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367. | New Nioh NG+ Crushed - Tea Time Entertainment | 6 | Let's Play | Nioh
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368. | Dungeon Encounters is the Most Minimalistic RPG on the Market | Dungeon Encounters review | 6 | Review | Dungeon Encounters
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369. | Cult of the Lamb Revels in The Cute Side of a Cult-Like | Cult of the Lamb Review #cultofthelamb | 6 | Review | Cult of the Lamb
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370. | Does Originality Sell Videogames? | Critical Thought #gamewisdom #gamedev #indiedev | 6 | |
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371. | Zeroranger 1CC Challenge | Zeroranger Complete Play | 6 | Let's Play | ZeroRanger
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372. | A (Game) Industry Insight Into the Importance of Failure | 6 | Discussion |
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373. | Indie Game Showcase 121 | Residual, Toem, Source of Madness, I am Fish, Dice Legacy, Shieldmaiden | 6 | Review | TOEM
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374. | Shredder's Revenge is a TMNT Time Warp | Teenage Mutant Ninja Turtles Shredder's Revenge Review | 6 | | Teenage Mutant Ninja Turtles: Shredder's Revenge
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375. | Best Roguelikes of 2023 | #gamewisdom Awards Part 14 #roguelike #indiegame | 6 | | Wall World
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376. | 5K Celebration and State of the Channel Update | 6 | Vlog |
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377. | The Endgame Lessons of Live Service Design | Critical Thought #gamedesign #indiedev | 6 | | Limbus Company
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378. | What The Indie Market Means for Designers Today | Critical Thought, Game Design Talk, Indie Game Dev | 6 | |
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379. | Revita is a Respectable Roguelike | Revita Review, Revita Game, Roguelikes | 6 | Review | Revita
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380. | The Limitations of Leveling in Game Design | Critical Thought | 6 | | Diablo III
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381. | What Does "RPG" Mean Today? | Key to Games Podcast #rpg #gamedesign #indiedev | 6 | Show |
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382. | A Critical Thought on Dynamic Difficulty | 6 | Discussion |
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383. | Cavity Busters Delivers a "Grosspunk" Roguelike | First Look | 6 | First Impressions | Cavity Busters
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384. | George Fan (Plants vs Zombies Creator) on Game Design | Perceptive Podcast | 6 | Show | Plants vs. Zombies
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385. | Strangely Talking About Adventure Games | Strangeland Developer Interview (Perceptive Podcast) | 6 | Show | Strangeland
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386. | Bloodstained Curse of Moon 2 is a Castlevania Dream Come True | Review | 6 | Review | Bloodstained: Curse of the Moon 2
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387. | Best of Next Fest 2022 | Kingdom Gun, Battle Barn Tactics, Quit Today, Lapin, Overbowed, DotAge | 6 | Review | dotAGE
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388. | How RPGs Changed Game Design | Critical Thought (Game Design Talk) | 6 | Let's Play | Marvel's Avengers
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389. | Do Game Genres Die Out? | Critical Thought, Game Design, Game Dev, Video Game Design Talk, Indie Dev | 6 | | Wells
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390. | State of the Channel May 2019 Edition | 6 | |
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391. | Deep Sky Derelicts Complete Play Stream (Finale) -- Finishing the Mothership | 6 | | Deep Sky Derelicts
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392. | The 2010s Review of Game-Wisdom | End of the Year Thank You | 6 | Review |
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393. | Indie Inquiries Returns With Buluk Mayan Warfare Review (41) | Steam Store Page Reviews, Indie Games | 6 | Review | Buluk Mayan Warfare
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394. | Dusk's Insane Finale is here -- Episode 3 Hard Play | 6 | Show | DUSK
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395. | Ancient Enemy Delivers On a Solitaire RPG | Review | 6 | Review |
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396. | The Design Behind Effective Loot Tables -- Critical Thought | 6 | |
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397. | A Critical Thought on Dark Souls 3 vs Bloodborne | 6 | | Dark Souls III
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398. | The Importance of Good Art in Game Design | Recorded Talk | 6 | Discussion |
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399. | How Resident Evil 1 Remastered Improved Horror Game Design | 6 | | Resident Evil
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400. | First Look at The Forbidden Arts -- Fiery Frustration | 6 | Let's Play |
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